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Waitingnomad
2013-06-01, 02:12 PM
Here we are: this is my homebrewed clock/steampunk world, for use in my own campaign of over-the-top dramatic swashbuckling, larger-than-life villains with twirling moustaches, airships and sky pirates. This provides information on setting, history locations and the major factions at play. Any advice on how to improve what I've got, what I could add or any other constructive input would be greatly appreciated. Will update as new stuff is added.

Setting: The City States of Ornys (and associated territories)
It is now the year 617; 617 years after the discovery of the Great Singularity Engine that spurred the rapid technological expansion now seen across the whole of Ornys. No one quite knows how it came to occur- perhaps the device was activated by a fated individual, whose name is long lost, or by the experiments of an unknown wizard, but 617 years ago, what is now the city of Caelestis rose from the earth, bound by chains of unknown origin. What is known is that the city was that to the knowledge of all, the city and its foundations were never there to begin with; the ground below bears no great chasm, and the chains holding it in place appear to descend into the earth endlessly. Archaeologists and investigative teams flocked to the floating rock in their masses to discover the origin of such an incredible occurrence; Arcane scholars have hypothesised that the city materialised from another plane; perhaps to escape from war? It is unknown. But deep within the city was found a vast device of clicking gears and intricate mechanisms- and in the centre of which lay a great brass sphere. This was the Singularity Engine; a device of seemingly perpetual motion and energy, somehow harnessed by an advanced civilisation to produce the energy needed to lift this giant rock. It is unknown who first discovered it; too many have laid claims to such a feat for the truth to ever be discerned, but as more and more people flocked to the site, a city was formed below; Luto.

Due to the huge traffic in the area, Luto developed trade and crafting districts to service the visitors, and at the same time having either discovered all they could, or driven away by the powerful houses vying for control over the site, the archaeologists dissipated. Pilgrims began migrating into the area, some seeing the rock as a sign from their god, and eventually something of a cult began to develop, in worship of the Singularity Engine, naming themselves the Cult of the Machine. These citizens gave the rock a name: Caelestis, the Heavenly City, or the City of the Sky. Powerful academic organisations attempted to suppress this new cult, whilst at the same time competing to construct observation centres around the floating rock to learn the secrets of the Engine. Rich aristocrats began constructing estates in its centre to display their affluence, and other rich and powerful individuals soon followed as it began to develop into a symbol of status. Trade organisations bought into Caelestis, gaining land of their own from which to study the Engine and develop their own technologies based upon it, and craftsmen and artisans came with them. The wealthy aristocrats, disliking that they were sharing the city with the Organisations and their merchants and craftsmen, constructed walls about their estates, sectioning themselves off from the others and creating what came to be known as the Inner Circle. After a time, the City of Caelestis was born.

At the same time, it was discovered that just as Caelestis had appeared, seemingly from nowhere and carrying incredible technologies, other colossal floating sections of land began to be sighted about Ornys, and they too soon found themselves colonised. Utilising the technologies of the Engines, new technologies entered development based upon them; airships were created, bearing smaller facsimile Engines. These newer Engines manifested themselves in many different forms, none able to match the majesty of the original but with new schools of thought developing around the best methods of replicating them. Some made use of bound elementals, tethered to the core of the ship to generate enough energy to drive the powerful steam engines fixed around the ship, whilst some preferred instead to utilise mechanical ships, managed by delicate clockwork mechanisms and powerful chemical batteries infused with magical energies, all reverse-engineered from the intricate clockwork servos found within the cities to power vast steam engines.

Completely lacking in any form of centralised government, the governing powers of Ornys are consolidated in the 5 Great city states. Each is effectively a country in its own right, with its own laws, traditions, customs and specialties. Ornys is in the midst of a technological revolution; engineering has reached its peak and shows no signs of stopping, with new and wonderful technologies being created and researched with each passing day.

The Trade Organisations
Much of the power in Ornys is held by the 4 great trade organisations, governed by the shifting tides of business and trade. These are House Escher, Lockwood Company, The Mortlock Group and The Greyfield Institute.

The Lockwood Company
Lockwood Company was founded on the back of Marcellus Lockwood, a shrewd hand at both business and the sword. His rich father disgraced and dispossessed by a jealous rival, he seized the estate back for his own using nothing but a blade and a razor wit. A powerful and charismatic character, he rebuilt the estate into a large business, and now the Lockwood Company stands as one of the largest trade entities in Ornys, with shares and holdings in manufacturing, engineering, arms trading and, of course, airships. A family business, the Company remains in the family line with Marcellus’ great great grandson Thaddeus Lockwood- the Lockwoods have always enjoyed long lives, and it is often said by any who’ve seen those of Lockwood blood that their genes must bear traces of elf.

House Escher
House Escher is another of the 4 great trade organisations of Ornys, and one of the only surviving High Houses of the Old World. Many of the old great noble houses found themselves destitute as the value of their lands degraded into worthlessness, with nautical shipping routes and trade caravans sinking in financial viability with painful swiftness as airships became more commonplace and technology developed; not House Escher. They adapted with a capability unknown to the rigid and traditional noble houses, and quickly found themselves rising in influence as they funded the development of new innovative airship designs, and leased ships to traders and Windwright Captains for expeditions to ancient ruins and exotic lands to bring in trade and patent revenue from across the entire continent. They have built the backbone of their company on the loaning of ships to private enterprises, taking a cut of revenue for themselves, and are always willing to fund an expedition if they see profit in it.

The Mortlock Group
The Mortlock Group are based in the nomadic city of Nün, and are formed of an old family of Gnomic engineers. They have championed advancements in airship technology, and brought forward the first viable patents for the mass-production of firearms, bringing with it vast revenue in patents. The development of cheap and exploitable technologies for trade and sale has consistently remained the core of their business ethic, and they are widely known as the go-to source for inexpensive and reliable firearms and other such equipment.

The Greyfield Institute
Established in the city of Caelestis by the Schola Mechanicam in an effort to produce the most cutting-edge of technologies before any other, in the name of knowledge and progress (and of course, to bring glory to the university), The Greyfield Institute has been responsible for some of the most important breakthroughs in engineering and mechanics in the entire continent. Much of their revenue is spent funding expeditions to newly discovered sites thought to contain material for new technology, so that they always remain on the cutting edge. They take only the best, and their products, whilst expensive, are renown for their incredible quality of craftsmanship and are guaranteed to be far ahead of their competitors.


Locations

Caelestis (City of the Sky)
Situated above the city of Luto, and is now home to aristocrats, wealthy merchants and artisans, universities and other relatively well-off members of society. Has two tiers; the upper circle which is home to the great universities and the estates of the aristocracy, and the lower circle, which is home to merchants, traders and artisans. Caelestis is held in place by gargantuan chains, reinforced with magic, and relies on Luto as a source of cheap labour and food. As the home of the Schola Mechanum, and the very first city in which an Engine was discovered, Caelestris holds a place as a pinnacle of progress and high society, possessing very strong ties to the Greyfield Institute.

Luto (The City of Dirt)
Populated with the lower classes, and home to common labourers, factory workers and poorer artisans that cannot afford to migrate to Caelestis. Luto is dark, dirty and crime-ridden; cast in the shadow of the city above, the wish of all citizens of Luto is to eventually reach the great city in the sky. Many harbour resentment towards the denizens of Caelestis, and such people rarely visit the city below for fear of being attacked and robbed. However, Luto is still host to many fantastic engineers and artisans, and you can be sure to find a bargain there wherever you look, though be wary of shifty salesmen. Whilst not a city state in its own right, it comes under the domain of Caelestis.

Brae
The city of Brae has seemed to go down a very different path to the other cities; they began as the others did, flocked with archaeologists and pilgrims, but without the influence of the Organisations to suppress religious worship of the Engines, the Cult of the Machine soared in influence. Originally composed of harmless pilgrims, the Cult descended into fanaticism when a mysterious individual by the name of Mortimer Gladwick started to preach within the city. Naming himself Patriarch, he closed the boarders to any by the faithful and established a hierarchy of Cardinals within the Cult, renaming themselves the Order of the Great Machine. Turning against progress, he declared that the use of Engine Technology, and the study of the Engines by anyone other than the church was heresy. Because of this, the common people of Brae are significantly behind the rest of Ornys whilst the Bishops and Cardinals enjoy lives of luxury in the High City. Groups of Servitors, mechanical humanoid warriors developed by the church, patrol the streets with Inquisitors searching for signs of heresy, executing any they find ‘defiling the will of the Great Machine’. From what can be gleaned of their doctrine, their ultimate aim is to return the city to the dimension from which it came, and thus ‘ascend into the arms of the Machine’. Due to their abhorrence of technology in the hands of those outside the church, they shun association with any Organisation.

Nün
Nün, the Nomadic city, floats freely through the sky and is sustained largely by trading with others. It is a free city, devoid of any real central rule and populated with airship pilots and sky pirates (who rarely make their home here, but stop off often to trade stories) and many, many taverns. Nün is also home to vast engineering district that trades in spare parts and airships, as well as constantly developing ways of improving them. Whilst the Mortlock Group holds the greatest power in Nün, all Organisations have significant presence here, and Nün is a veritable hub of trade with all other cities. It is where fortunes are made and broken, and a common destination for those seeking to gain work with the Organisations. The native population primarily consists of gnomes, with a smaller number of humans and dwarves who come to apprentice themselves to the airship artisans. Many old airship captains also make their home here after retirement, having grown to love the hustle and bustle of the free city, and can often be found in local taverns trading stories of

Ysor
Often called The City of Brass, Ysor is one of the greatest testaments to the craft of the machinist in all of Ornys. When it was discovered, a vast number of clockwork servitors were found with it, maintaining the mechanisms of the Engine. Their design and their tools were used as blueprints for the development of further devices for use in engineering Engine Technologies, and led to the creation of ServoSuits- clockwork exoskeletons that enhanced the strength of the wearer, whilst also providing incredible fine motor dexterity These creations allowed machinists to move heavy apparatus with ease, as well as manipulate smaller mechanisms and gears with greater precision. Machinists, inventors and engineers flocked in their masses to admire the fantastically intricate mechanisms of this cities Engine, and it soon became renown as a city of progress. The population consists mostly of those drawn to study the mechanisms of the Engine, and the creators and designers of new mechanisms- this is perhaps the most advanced city in Ornys, and residents enjoy an unusually high common standard of living- however entry is often restricted to those who have something to offer.


Praba
Praba is situated far in the south of Ornys, and concerns itself mostly with the study of the magical workings of the Engine. Sometimes called the Purple City, due to its strong ties to House Escher, Praba welcomes all who pursue knowledge and is home to many artisans and scholars. House Escher often funds expeditions from Praba to discover other potential sites of technology and artifacts, and have brought much prosperity to the city as a result. Because of this, many Prabans feel a strong affinity to the House and often speak highly of it. Praba is also home to the Academy of Artifice, an institute dedicated to the research and development of new magical devices, and educators of many of Ornys’ finest artificers. Praba also remains one of the last cities in Ornys with an interest in the arcane outside of its application to technologies, and as such is typically the point of origin for conventional spellcasters and battlemages. Such forms of magic have become uncommon in most of Ornys over the years, as mundane and magical technology has risen to replace the functions performed by spellcasting, and as such these Prabans can be viewed as a bit backward by the more technologically aligned northern cities.

Lockmoor
Perhaps the most unusual of the cities, Lockmoor is an entirely artificial city named after the original Lockwood Estate. Powered by over one hundred facsimile Engines all intricately connected by a network of servos, pistons and pipes to colossal steam engines keeping the city aloft. Whilst still gigantic, Lockmoor is nothing like the size of the other cities, and requires constant attendance by machinists and clockwork Servitors to maintain the systems. Lockmoor is the base of operations for the Lockwood Company, and a major trade hub between cities, housing important members of the Company, their greatest machinists and inventors, and perhaps most importantly, the Great Shipyard; a vast district dedicated to the construction and development of airships, all under the direction of Thaddeus Lockwood. Whilst a common stopping point for accredited airship captains, it is the stuff of legend for aspiring machinists and engineers hoping to work alongside the greatest minds in Ornys on the next series of airships.


Heroes and Famous Figures
Like any world, Ornys has its own fair share of heroes and mysterious figures of legend and folklore.

Bartholomew Clarke
The “High Caliber Consecrator”; a character so enshrined in legend that he is spoken about in hushed whispers to keep naughty children in line. Said to be the High Inquisitor of the Order of the Machine, merely the mention of his name brings cold shivers down the neck of any citizen of Brae- the bane of machinists and inventors, he is rarely found without a gun in his hand, wandering the streets of Brae hunting for heresy. Some say he was once the chief enforcer of Mortimer Gladwick himself, and even now still carries out ‘special missions’ in foreign cities, eliminating opponents of the Order. According to these legends, both he and Gladwick must be over 600 years old- no small feat for a human, and legends about his being half-man and half machine are traded in hushed whispers between the citizens of Brae.

Isaac Gaskel
A legendary machinist, he worked hand in hand with Marcellus Lockwood himself to produce the first ever airship to grace the skies. Now long dead, machinists to this day invoke his blessing over their craft, and statues of him can be found across all the great city states of Ornys, excepting, of course, Brae.

Cornelius Ellicott-Forscythe
Captain Cornelius Ellicott-Forscythe of the airship Windy Rose; a dashing figure of romance and swashbuckling adventure, subject of tales to make the ladies swoon and the young boys cheer. Feller of the seven-headed dragon priests, seducer of the of the beautiful and exotic Princess Samara, enemy of sky pirates and hero of the people, airship captains often swear by him. So many tales have been traded about his wild adventures that it is no longer known which are true and which aren’t, but his romantic adventures across the sky are loved, if not always believed, by all.

Esmerelda Nightingale
Elven pirate princess and enemy of the skies, if legend is to be believed then she has claimed more vessels than an entire armada for her vast hoard of treasure. He flag bears a black thorned rose, a parody of the Lockwood crest. Some say she was once in love with Marcellus Lockwood, but he tossed her aside for another woman and she forever vowed to hunt him from the skies in revenge, and her exploits are as legendary as those of Captain Cornelius.

Patriarch Mortimer Gladwick
The Patriarch of the Order of the Machine, and the one who transformed them from a harmless cult to a fanatical institution. Nothing is known about his history, but he is said to be older than Brae itself. His doctrines claim all the technology of the Engines for his Order, and his fanaticism has lead to the deaths of many potentially brilliant machinists.

Deities/Religions

All core deities exist within Ornys, but worship of them is very rarely, if ever, practiced. The Old Faiths have all but died out in Ornys at this point, and followers of these deities from foreign lands are often looked upon with suspicion or incredulity. The closest thing Ornys has to a national religion is the worship of The Machine.

The Machine
Domains: Artifice, Travel, Knowledge, Time

Worship of The Machine manifests itself in two primary forms; The Order of the Machine and the Cult of the Machine. The Machine itself is not an actual deity (although most of those who worship it believe it is), and as such cannot be communed with or contacted as can a conventional deity. The Machine can however grant domain powers, which manifest themselves through sheer force of belief in its deism, rather than though granting powers to devotees. The Machine is believed to have granted the Engines to man, and belief in The Machine is by far the most common form of religion, active or passive, in Ornys.

The Cult of the Machine
The oldest form of worship of The Machine, founded very close to the initial discovery of the Engines, placing it at approximately 610-615 years old. The Cult is a very passive religion, and lacks any centralised authority. Because of this, there are numerous different forms of belief within the Cult, linked only loosely by a shared faith in The Machine. The Cult of the Machine in all its forms is the most common religion in Ornys, almost to the exclusion of all others. Some see The Machine as an actual extraplanar deity, who actively works in the world and watches over machinists, engineers and similar. They believe that The Machine created the Engines, and delivered them to Ornys as a gift to mankind so that he may learn and grow closer to heaven.

Others believe that The Machine is a personified intelligence within the Engines- something of a shared machine spirit that lives within mechanisms and artifice. This is the most common form of faith in The Machine amongst artificers machinists and engineers, who will often invoke the blessing of the machine spirit over their work, and can often be heard thanking the spirit when their devices work, or apologising to the spirit when they drop or break mechanical devices.

The Order of the Machine
Founded by the Patriarch Mortimer Gladwick in Brae, the Order of the Machine provides a centralised, hierarchal institution surrounding the worship of The Machine, and followers of the Order’s way are often fanatical in their pursuits. Worship in this form is practiced almost exclusively within Brae, and is the second oldest form of worshiping The Machine, coming into force approximately 30 years after the discovery of Brae, placing it at around 590 years old. The Order is lead by Mortimer Gladwick, who is still believed to be alive, and his cadre of Cardinals and Bishops who rule from the Higher City. Established members of the priesthood are afforded special privileges; namely, the right to own and use machinery. As such, they often enjoy much greater standards of living than the general populace, to whom such technologies are banned; ownership and operation of technology outside of the Order is considered heresy, and is punished severely. It is not uncommon to see Inquisitors roaming the streets accompanied with Servitors to ‘sniff out’ illegal technology and destroy it, or claim it for the Order. Entry and exit from Brae is heavily regulated by the Order, and it is largely avoided by the rest of Ornys.

The Order holds that The Machine is the creator of all technology and machinery, having sent the Engines to Ornys to allow His faithful to ascend to heaven and join Him. As such, attempts to create machines of ones own, or to reverse-engineer the technology of the Engines is an act of defiling His holy creation if one is not of The Machine’s chosen. It is thought that the ultimate aim of the Order is to discover the home plane of the Engines, and construct a vast device that will transport the faithful to ‘ascend’ and join The Machine. Followers of the Order’s way are viewed with great suspicion outside of Brae, and are often thought of as untrustworthy, or as spies and members of the inquisition sent out to the other cities to gather information.

Malachi Lemont
2013-06-01, 02:36 PM
This world sounds amazing. I like how there are more than just two or three factions battling for control. The characters' names have a pleasing Victorian English feel. The social conflicts and history seem quite believable, despite the presence of an unbelievable flying city. I appreciate worlds where magic exists but people can't really control it. That adds an element of suspense and horror. I can't wait to see how this world develops - if it will be a lighthearted sky pirate adventure, a dark thriller with new terrors waiting around every corner, or a philosophical treatise on human greed and inequality. I wouldn't be surprised if you managed to pull off all three at once. Good luck!

I have a request. If I help you with your world building project, will you give me some feedback on mine? Thanks.

http://www.giantitp.com/forums/showthread.php?t=286125

Waitingnomad
2013-06-01, 02:56 PM
Thank you very much! I'm relatively new to DMing, but I hope to do justice to the world as I expand upon it. As for the direction it takes, I'm framing it as a lighthearted adventure on the surface, but intend to introduce some of the darker and more complex themes into the campaign whilst maintaining the same over-dramatic adventurous tone. The evil plots wont just be over-the top, but should hopefully be horrifying enough to send chills down the spines of my players as they contest with my resident Baron Von Evil (whoever he may be). The tone and direction will largely be directed by my players, as I adapt to their intentions and respective RPing of their alignments and characters.

I will of course be happy to exchange feedback with you on your world as you do mine :)

UPDATE: Have included information on religions in Ornys

Malachi Lemont
2013-06-01, 04:36 PM
Thanks for your excellent review of my thread. I like what you've added about the two conflicting religions. It confused me at first that they both worship the same Machine, but at a closer look, I saw that they were radically different religions. It seems to me that the Cult is more of a common-man faith, while the Order is more elitist and focused around a tight community in Brae. Please correct me if I'm wrong.

I was reading back over the names and I saw that Esmerelda Nightingale was an "elven pirate princess." We were just discussing different styles of elves on my thread. What's your elf trademark? What role do these elves have in your world? I'm curious.

I also notices "Gnomish engineers." How many races are there in this world? Have you decided? I might have missed that somewhere. Sorry. Anyway, the setting sounds like it will be lots of fun, with plenty of potential for intrigue.

One more question: What will be the role of major characters - PCs or NPCs? For me, it sometimes helps to build the plot first and then the setting, instead of vice versa. I can tell you've got a great plot in the works, so I'd like to hear more about it. Keep it up!

Waitingnomad
2013-06-01, 05:36 PM
A pleasure. Your interpretation of the different religions is completely correct- the Cult is very widespread and many people, high and low, follow it in its varying manifestations. The Order is very rarely found outside of Brae, and is highly structured, with established core tenets of belief. Both worship The Machine, but not necessarily the 'same' Machine, as the Order takes a radically different interpretation of it than most followers of the Cult.

Esmerelda and the Elves
In the case of Esmerelda, her being an elf was something of an afterthought- I needed a character that conformed to the idea of a beautiful, yet dangerous pirate 'princess' but who was also old enough to have been around in the very earliest days of airship travel some 5-600 years ago. To do this I selected a race known for its beauty and longevity, yet close resemblance to humans, which allow her character to be legitimately that old, yet still young enough in appearance to draw the eyes of men, and lithe enough of body to hold her own in a fight. Elves in this world are less populous than traditional D&D elves, and are somewhat more long-lived, though this serves more purpose as a mechanical plot device for extending the lives of certain characters than any real point of significance about their race.

Furthermore, elves are fairly uncommon in this world. Everyone knows they exist, and most can claim to have met or at least seen one, but they aren't present in significant numbers in any of the cities. Those that do visit the cities are typically misfits in their own societies, most of whom have retreated to forest villages and smaller agricultural hamlets rather than live in the rapidly advancing world of technology. They are more likely to mingle amongst humans in the small towns and villages that still dot the landscape below the great cities- not everyone does, or can afford to live in the cities, and there is still a large demand for agriculture as the cities cannot easily sustain themselves due to their large populations. They were never a very common race in Ornys to begin with, and their numbers have only dwindled with the rise of the cities. Insofar as my setting goes, they do not have any significant plot role, and I have not afforded them any special re-imagining of their archetype. but are more commonly found in the city of Praba, to which they gravitate more readily due to its association with magic.

Gnomes and Other Races
As for gnomes, they are a fairly common race in Ornys due to the continents huge focus on engineering and machinism. Many gnomes often travel to the great cities of Ornys from foreign lands and make their homes there, fascinated by the technologies and opportunity to ply their crafts. Not as common as humans, they still make up a significant bulk of the populations of some cities, most notably Nün and Ysor.

Most races are present to some small extent, to allow my players flexibility in character creation, but other than humans and gnomes there are no species that exist in significant numbers throughout Ornys. Half-Orcs are typically treated as second-class citizens, and very rarely make it beyond simple labour in the shipyards and crafting and engineering districts, where they are able to find employment as menial labourers in situations where their strength is valued. They populate Luto somewhat more densely, where they often find themselves falling into the criminal underworld as enforcers or bodyguards. Dwarves are somewhat more common, especially in the city of Ysor, and often gravitate towards the engineering districts, attracted by the lure of technologies and the chance to utilise their crafting skills. When they appear, they are often sought after for their natural craftsmanship skills and ability with metals, but most find the flying cities unnatural and have thus mostly retreated from the continent to foreign land cities or ancestral mountain strongholds.

As for plot, characters and setting; I have definitely begun with building and detailing my setting in this case. I started with an idea- the wish to run a campaign of swashbuckling adventure, and the wish to run a campaign in a steampunk-themed world of my own creation. I then built a world based on both of these concepts. All the NPC characters that have been mentioned are likely to play a significant role in the plot, but I am loathe to say more lest my players read this thread and find out details, as I hope to be running this campaign over the forums [Here is a link (http://www.giantitp.com/forums/showthread.php?p=15350700#post15350700)]

Xuc Xac
2013-06-02, 05:08 AM
Very cool, but it could use some editing.

"It is now the year 617; 617 years after the discovery of the Great Singularity Engine that spurred the rapid technological expansion now seen across the whole of Ornys."

What was their calendar based on before? Why did they change it? Changing the foundation date of a calendar is a really big deal in a world with international trade and academia. And 617 years is a really long time. They were just handed this massive boost in technology, but they still haven't done much after all this time? They started making airships and then 6 centuries later, they still just have airships? 617 years ago, we were saying "You know what? There just might be something to this whole 'gunpowder' thing..." and today we have flying robot assassins armed with missiles that shoot through fortresses. By your timeline, we would have moved from matchlocks to flintlocks.

"617 years ago, what is now the city of Caelestis rose from the earth, bound by chains of unknown origin. What is known is that the city was that to the knowledge of all, the city and its foundations were never there to begin with; the ground below bears no great chasm, and the chains holding it in place appear to descend into the earth endlessly."

I had to re-read this several times before I finally parsed it. You mean the city suddenly appeared from nowhere, right? If it wasn't a pre-existing city that flew into the air, then it didn't rise from the earth.

"Powerful academic organisations attempted to suppress this new cult, whilst at the same time competing to construct observation centres around the floating rock to learn the secrets of the Engine."

Why would the academics care? Why weren't the churches of the "old gods" more active in putting a stop to this new cult?

"Rich aristocrats began constructing estates in its centre to display their affluence, and other rich and powerful individuals soon followed as it began to develop into a symbol of status."

Aristocrats? What was the government of this area when the city appeared? Under feudalism, that land belongs to a lord already. The sudden appearance of a city that's physically chained to that land should't start a free-for-all land rush. If a new island appeared in the ocean, there might be some dispute about who owns it: one country might claim it because it's closest to them while another might claim it because they landed troops on it first and so on. But if a tree suddenly sprouts in your garden, your neighbors have no claim over it and can't start building treehouses in it just because they climbed it before you did.

"Trade organisations bought into Caelestis, gaining land of their own from which to study the Engine and develop their own technologies based upon it, and craftsmen and artisans came with them. The wealthy aristocrats, disliking that they were sharing the city with the Organisations and their merchants and craftsmen, constructed walls about their estates, sectioning themselves off from the others and creating what came to be known as the Inner Circle."

If the aristocrats didn't want the trade guilds to buy land there, why did they sell land to them?

"Completely lacking in any form of centralised government, the governing powers of Ornys are consolidated in the 5 Great city states. Each is effectively a country in its own right, with its own laws, traditions, customs and specialties."

It seems that you're thinking "Ornys is a country like England but with many competing regional governments", but what you're describing is "Ornys is like Europe". If they have no central government and there are several independent regions with their own laws and customs, then they're not one country that lacks a central government. They're just different countries that share borders.

"Ornys is in the midst of a technological revolution; engineering has reached its peak and shows no signs of stopping, with new and wonderful technologies being created and researched with each passing day."

If it shows no signs of stopping, then it hasn't reached its peak yet, has it?

"House Escher is another of the 4 great trade organisations of Ornys, and one of the only surviving High Houses of the Old World. Many of the old great noble houses found themselves destitute as the value of their lands degraded into worthlessness, with nautical shipping routes and trade caravans sinking in financial viability with painful swiftness as airships became more commonplace and technology developed; not House Escher."

It's been 617 years! You make it sound like the other noble houses died out because they couldn't adapt to the changing economy. Most empires never last even half that long. It's not unusual for noble houses to rise and fall during the lifetime of one empire. And why would their lands become worthless? Airships might make boats worthless, but the lands at either end of a shipping route are still just as valuable. Shipping routes have value because they connect sources of goods and markets. You can't get rich by buying and selling unless there is someone to buy from and sell to.

"The Mortlock Group are based in the nomadic city of Nün, and are formed of an old family of Gnomic engineers. They have championed advancements in airship technology, and brought forward the first viable patents for the mass-production of firearms, bringing with it vast revenue in patents."

You said everyone has their own laws. Who's enforcing these patents? When the British and French invented the tank in World War I, the Germans didn't sit back and say "We'd like to make our own tanks to fight back, but it's patented and they won't grant us a license."

"Nün, the Nomadic city, floats freely through the sky and is sustained largely by trading with others. It is a free city, devoid of any real central rule and populated with airship pilots and sky pirates (who rarely make their home here, but stop off often to trade stories) and many, many taverns."

Wouldn't pirates be executed or imprisoned anywhere else? Why wouldn't they make their homes in the one city without authorities? This is the only city that isn't locked down with unbreakable chains and it's just drifting? Why hasn't anyone in the past 617 years tried to steer the thing and drive it around? It would be the biggest and most powerful airship in the world.

"All core deities exist within Ornys, but worship of them is very rarely, if ever, practiced. The Old Faiths have all but died out in Ornys at this point, and followers of these deities from foreign lands are often looked upon with suspicion or incredulity. The closest thing Ornys has to a national religion is the worship of The Machine."

Why? If those deities exist and grant spells to their worshippers, why would people just make up a machine cult? If you're a Christian who's never seen a miracle, then maybe you'll join a cult that worships an unexploded nuclear bomb after the nuclear apocalypse because at least you know the nuke does something. But if you're a worshiper of Boccob and a giant magic item shows up, why would you stop worshiping your god of magic and start worshiping the magic item? The transition is just too random.

There's a lot of cool stuff there, but the justifications could be better.

Waitingnomad
2013-06-02, 10:12 AM
Thank you for your detailed response. I have attempted to tackle each issue raised, and have made amendments as appropriate:

On the appearance of the cities and the age of the setting:
For the first two points, I have amended to
"... but 217 years ago, what is now the city of Caelestis blinked into the sky, bound by chains of unknown origin. What is known is that the city did not rise from the earth; the city and its foundations were never there to begin with; the ground below bears no great chasm, and the chains holding it in place appear to descend into the ground endlessly." Aside from improving readability (my phrasing here was indeed rather clunky) I agree that 617 years seems a very long time to go with only an initial surge in technology that never really develops beyond the initial few breakthroughs. I have altered this to 217 years, which whilst still a long time, more accurately represents the developments of an industrial revolution. Bear in mind that unlike, for example, Victorian England, this technology has winked into existence out of nowhere and is thus completely alien to those who encounter it. As such, they have no real understanding of the way it works for a long time, and initially lacked access to the fine manipulation tools and industrial manufacturing infrastructure required to take advantage of it. It takes time for new technologies to be researched and made viable for mass-production; particularly when there is no precedent for it, and so new infrastructure must be developed alongside the technologies to truly take advantage of them in a way that truly affects society.

On the discovery of Caelestis and its history:
I have amended to:
Powerful academic organisations attempted to suppress this new Cult, wanting to keep the common men from rising up in protest over the experimentation and study of their ‘god’. The religious institutes of the Old Gods, never having ever had any true power in Ornys to begin with, squabbled with each other, each laying claim to the city for their own, but they soon found their followers dwindling as those awed by the great devices gravitated towards the Cult. At the same time the competed to construct observation centres around the floating rock to learn the secrets of the Engine. Originally within the holdings of a minor baron who lacked the resources to repel the rush of migrants and researches, any lord who laid a claim of their own to the great rock was completely ignored by the influx of privately-funded research groups, pilgrim migrants and the rich aristocrats who began constructing estates in its centre to display their affluence. Other rich and powerful individuals soon followed, as it began to develop into a symbol of status. With no true claim able to be established over the lands, trade organisations moved into Caelestis, gaining land of their own from which to study the Engine and develop their own technologies based upon it, and craftsmen and artisans came with them. The wealthy aristocrats, disliking that they were sharing the city with the Organisations and their merchants and craftsmen, but helpless to stop them, constructed walls about their estates, sectioning themselves off from the others and creating what came to be known as the Inner Circle. After a time, the City of Caelestis was born.

I hope this has adequately explained that claims for ownership over the new city have been largely ignored or quashed, with the floating rock being fair play for anyone who wished for a stake in it. The Aristocrats disliked sharing with the Organisations, but the city was not theirs and they did not possess the power to prevent them access- especially as vast investigative teams in the employ of these Organisations had already established a presence there long before the Aristocrats began to construct estates. Land on Caelestis was not anyone's to 'sell'.

On the geography, and demographics of Ornys and the city states
I have amended to
A vast landmass in its own right, and lacking in any form of centralised government, the governing powers of Ornys are consolidated in the 6* Great city states. Each is effectively a country in its own right, with its own laws, traditions, customs and specialties. Attempts to establish borders have long since been abandoned, with the floating cities each retaining sovereignty over themselves, and trading freely with those few still on the ground. Ornys is in the midst of a technological revolution; engineering development shows no signs of stopping, with new and wonderful technologies being created and researched with each passing day.

This may require some explanation; Ornys is a huge landmass about half the size of western Europe, and the cities are gigantic; each much larger than great urban centres like London or Beijing, and with populations to match. This places the general population of Ornys at an estimable 60-70 million. For reference, the estimated population for the whole of Europe during the High Middle ages was between 100-120 million. This places roughly 80% of the population of Ornys within the cities. Each city is a separate state, like the Vatican City, but much larger, all situated around the same landmass. City territories can be thought of as 'overlapping' ground territories, which themselves go largely unpoliced but tend to be relatively free from crime as they are composed almost entirely of small agricultural hamlets and fishing communities spread out over the vast continent.

On the trade Organisations:
Have amended to
Much of the power in Ornys is held by the 4 great trade organisations, governed by the shifting tides of business and trade. These are House Escher, Lockwood Company, The Mortlock Group and The Greyfield Institute. Through mutual agreement with one another they enforce patents and intellectual copyright, each recognising the difficulty in turning a profit without a codex of fair and free trade. The Organisations effectively police themselves and each other, having established a common charter of fair trade that protects these rights. While they compete with each other for business and the development of new technologies, they recognise the need for a system that protects their business interests and fosters an environment of productivity amongst engineers and inventors, who can tinker safe in the knowledge that their source of income is protected. Of course, this does not preclude shady business tactics, but by and large, the system works. These Organisations are not at war, nor are they malevolent, and so I would say that the wartime analogy may be more appropriately replaced with that of the computer industry, where companies compete to produce new and superior products, each building upon old designs, protecting their secrets of their trade, and gravitating towards certain design models that target differing demographics, still not without its share of business espionage, and all within the framework of fair competition within a free market.

With regards to House Escher,
You make it sound like the other noble houses died out because they couldn't adapt to the changing economy that was indeed what I was going for- how would you suggest I amend this to make it more appropriate? My knowledge on this subject is fairly limited, so I would appreciate any input.


As for Nün:
I have amended:
Whilst the Mortlock Group holds the greatest power in Nün, all Organisations have significant presence here, and as a free city it is left to them to maintain order, such as it is, with residents and private enterprises buying into them in exchange for protection. The role of policing in Nün is rarely ever extended beyond the Organisations’ protection of their investments however, and as such Nün tends towards the chaotic even at the best of times. Nonetheless, whilst crooked businessmen are rife, Nün lacks a serious criminal element, as most denizens attempt to do well by each other so that they themselves are treated well in return, and Nün remains a veritable hub of trade with all other cities. Whilst effectively lawless, the Organisations tend to keep the worst elements of crime under control; mostly out of an effort to reduce its impact upon their profit margins.
It is also not the only city unbound by chains; in fact, the only city bound in this way is Caelestis, the largest of all the flying cities. However, most other cities remain relatively stationary, with movement being largely confined to a small area over which a city may very slowly drift to and fro. Nün is the exception to this, roaming endlessly over plains, hills and forests alike, and never stopping. The Engine of Nün seems to dictate direction at random, and has been known to drive Nün at speeds of up to 5 or 6mph, when on other days it may move more slowly. Nün seems to possess a rudimentary spacial awareness of sorts, adjusting itself to avoid coming close to other cities, or large obstacles such as mountain ranges. As of yet, machinists have been unable to control the movement of the city Engines, and attempting to influence the motion of a city by even the most minuscule of increments is a feat requiring the efforts of hundreds of expert machinists and engineers working in tight co-ordination with one another. The exception to this rule is the flying city of Lockmoor, which in itself is truly just a gigantic airship. Whilst Lockmoor tends to remain relatively stationary due to the huge requirements placed upon its network of engines in order to keep it aloft, it is capable of movement. Whilst not designed for warfare, Lockmoor is still probably the greatest military asset in Ornys, and by far the most powerful airship due to its ability to fill the role of a mobile base for airship production. Its size renders movements incredibly slow, however, and whilst significantly smaller than Nün, its facsimile Engines are unable to produce anywhere near the same amount of speed.

As for deities, I have amended to this:

All core deities exist within Ornys, but worship of them is very rarely, if ever, practiced. The Old Faiths have all but died out in Ornys at this point, never having really enjoyed any position of power to begin with, and followers of these deities from foreign lands are often looked upon with suspicion or incredulity. The closest thing Ornys has to a national religion is the worship of The Machine, which has proliferated across Ornys due to a continent-wide fascination with engineering and machinism. Worship of Old Faiths is somewhat more common amongst ground dwellers, who are not surrounded by the wondrous devices attributed to The Machine on a regular basis, as the city dwellers are, and worship of Boccob is uncommon, but not unusual, in the southern city of Praba, although denizens of this city are largely seen as somewhat backward by other city dwellers.

The general idea is that conventional religion never had a particularly large presence in Ornys in the first place, with most temples in the old world being quite small and plain and only the largest towns and cities possessing fully equipped temples. The common man tended to worship whichever deity most conformed to their craft, and so naturally gravitated towards worship of The Machine as their way of life became so dependent upon machinery derived from the Engines. The aristocracy, on the other hand, tended to view religion as fanciful and below their station. As such, they never really had any religion to lose in the first place, and faith in The Machine amongst these upper classes only began to become more commonplace within the last 50 years or so. Worship of Boccob was uncommon outside of arcane circles, and as these diminished in number so too did the number of worshippers. The arcane disciplines of artifice and magical craftsmanship began to replace more conventional spellcasters, and these individuals tended to gravitate more towards The Machine than Boccob, due to the nature of their craft and discipline. Praba, a city that still retains much of its spellcasting roots, remains host to followers of Boccob, but due to the small number of remaining conventional spellcasters these number among the few. Worship of Boccob is somewhat more common amongst the battlemages and war wizards of Praba, who tend to have little interest in the intricacies of machinism.
Hopefully this will have solved these issues... what think you?

NOTE: here is an update on the setting, including the amended items mentioned above and added information on races.

Setting: The City States of Ornys
It is now the year 217; 217 years after the discovery of the Great Singularity Engine that spurred the rapid technological expansion now seen across the whole of Ornys. No one quite knows how it came to occur- perhaps the device was activated by a fated individual, whose name is long lost, or by the experiments of an unknown wizard, but 217 years ago, what is now the city of Caelestis blinked into the sky, bound by chains of unknown origin. What is known is that the city did not rise from the earth; the city and its foundations were never there to begin with; the ground below bears no great chasm, and the chains holding it in place appear to descend into the ground endlessly. Archaeologists and investigative teams flocked to the floating rock in their masses to discover the origin of such an incredible occurrence; Arcane scholars have hypothesised that the city materialised from another plane; perhaps to escape from war? It is unknown. But deep within the city was found a vast device of clicking gears and intricate mechanisms- and in the centre of which lay a great brass sphere. This was the Singularity Engine; a device of seemingly perpetual motion and energy, somehow harnessed by an advanced civilisation to produce the energy needed to lift this giant rock. It is unknown who first discovered it; too many have laid claims to such a feat for the truth to ever be discerned, but as more and more people flocked to the site, a city was formed below; Luto.

Due to the huge traffic in the area, Luto developed trade and crafting districts to service the visitors, and at the same time having either discovered all they could, or driven away by the powerful houses vying for control over the site, the archaeologists dissipated. Pilgrims began migrating into the area, some seeing the rock as a sign from their god, and eventually something of a cult began to develop, in worship of the Singularity Engine, naming themselves the Cult of the Machine. These citizens gave the rock a name: Caelestis, the Heavenly City, or the City of the Sky. Powerful academic organisations attempted to suppress this new Cult, wanting to keep the common men from rising up in protest over the experimentation and study of their ‘god’. The religious institutes of the Old Gods, never having ever had any true power in Ornys to begin with, squabbled with each other, each laying claim to the city for their own, but they soon found their followers dwindling as those awed by the great devices gravitated towards the Cult. At the same time the competed to construct observation centres around the floating rock to learn the secrets of the Engine. Originally within the holdings of a minor baron who lacked the resources to repel the rush of migrants and researches, any lord who laid a claim of their own to the great rock was completely ignored by the influx of privately-funded research groups, pilgrim migrants and the rich aristocrats who began constructing estates in its centre to display their affluence. Other rich and powerful individuals soon followed, as it began to develop into a symbol of status. With no true claim able to be established over the lands, trade organisations moved into Caelestis, gaining land of their own from which to study the Engine and develop their own technologies based upon it, and craftsmen and artisans came with them. The wealthy aristocrats, disliking that they were sharing the city with the Organisations and their merchants and craftsmen, but helpless to stop them, constructed walls about their estates, sectioning themselves off from the others and creating what came to be known as the Inner Circle. After a time, the City of Caelestis was born.

At the same time, it was discovered that just as Caelestis had appeared, seemingly from nowhere and carrying incredible technologies, other colossal floating sections of land began to be sighted about Ornys, and they too soon found themselves colonised. Utilising the technologies of the Engines, new technologies entered development based upon them; airships were created, bearing smaller facsimile Engines. These newer Engines manifested themselves in many different forms, none able to match the majesty of the original but with new schools of thought developing around the best methods of replicating them. Some made use of bound elementals, tethered to the core of the ship to generate enough energy to drive the powerful steam engines fixed around the ship, whilst some preferred instead to utilise mechanical ships, managed by delicate clockwork mechanisms and powerful chemical batteries infused with magical energies, all reverse-engineered from the intricate clockwork servos found within the cities to power vast steam engines.

A vast landmass in its own right, and lacking in any form of centralised government, the governing powers of Ornys are consolidated in the 6 Great city states. Each is effectively a country in its own right, with its own laws, traditions, customs and specialties. Attempts to establish borders have long since been abandoned, with the floating cities each retaining sovereignty over themselves, and trading freely with those few still on the ground. Ornys is in the midst of a technological revolution; engineering development shows no signs of stopping, with new and wonderful technologies being created and researched with each passing day. The cities contain over 80% of the population of Ornys, with the rest being distributed amongst small agricultural hamlets and fishing villages scattered across the landscape of the vast continent. City territories can be thought of as 'overlapping' ground territories, which themselves go largely unpoliced but tend to be relatively free from crime as they are composed almost entirely of small agricultural hamlets and fishing communities spread out over the vast continent. As of yet, machinists have been unable to control the movement of the city Engines, and attempting to influence the motion of a city by even the most minuscule of increments is a feat requiring the efforts of hundreds of expert machinists and engineers working in tight co-ordination with one another.

The Trade Organisations
Much of the power in Ornys is held by the 4 great trade organisations, governed by the shifting tides of business and trade. These are House Escher, Lockwood Company, The Mortlock Group and The Greyfield Institute. The Organisations effectively police themselves and each other, having established a common charter of fair trade that protects the patents and intellectual rights of its members. While they compete with each other for business and the development of new technologies, they recognise the need for a system that protects their business interests and fosters an mutual environment of productivity amongst engineers and inventors, who can tinker safe in the knowledge that their source of income is protected. Of course, this does not preclude shady business tactics, but by and large, the system works.

The Lockwood Company
Lockwood Company was founded on the back of Marcellus Lockwood, a shrewd hand at both business and the sword. His rich father disgraced and dispossessed by a jealous rival, he seized the estate back for his own using nothing but a blade and a razor wit. A powerful and charismatic character, he rebuilt the estate into a large business, and now the Lockwood Company stands as one of the largest trade entities in Ornys, with shares and holdings in manufacturing, engineering, arms trading and, of course, airships. A family business, the Company remains in the family line with Marcellus’ grandson Thaddeus Lockwood- the Lockwoods have always enjoyed long lives, and it is often said by any who’ve seen those of Lockwood blood that their genes must bear traces of elf.

House Escher
House Escher is another of the 4 great trade organisations of Ornys, and one of the only surviving High Houses of the Old World. Many of the old great noble houses found themselves destitute as the value of their lands degraded into worthlessness, with nautical shipping routes and trade caravans sinking in financial viability with painful swiftness as airships became more commonplace and technology developed- but not House Escher. They adapted with a capability unknown to the rigid and traditional noble houses, and quickly found themselves rising in influence as they funded the development of new innovative airship designs, and leased ships to traders and Windwright Captains for expeditions to ancient ruins and exotic lands to bring in trade and patent revenue from across the entire continent. They have built the backbone of their company on the loaning of ships to private enterprises, taking a cut of revenue for themselves, and are always willing to fund an expedition if they see profit in it.

The Mortlock Group
The Mortlock Group are based in the nomadic city of Nün, and are formed of an old family of Gnomic engineers. They have championed advancements in airship technology, and brought forward the first viable patents for the mass-production of firearms, bringing with it vast revenue in patents. The development of cheap and exploitable technologies for trade and sale has consistently remained the core of their business ethic, and they are widely known as the go-to source for inexpensive and reliable firearms and other such equipment.

The Greyfield Institute
Established in the city of Caelestis by the Schola Mechanicam in an effort to produce the most cutting-edge of technologies before any other, in the name of knowledge and progress (and of course, to bring glory to the university), The Greyfield Institute has been responsible for some of the most important breakthroughs in engineering and mechanics in the entire continent. Much of their revenue is spent funding expeditions to newly discovered sites thought to contain material for new technology, so that they always remain on the cutting edge. They take only the best, and their products, whilst expensive, are renown for their incredible quality of craftsmanship and are guaranteed to be far ahead of their competitors.


Locations
Caelestis (City of the Sky)
Situated above the city of Luto, and is now home to aristocrats, wealthy merchants and artisans, universities and other relatively well-off members of society. Has two tiers; the upper circle which is home to the great universities and the estates of the aristocracy, and the lower circle, which is home to merchants, traders and artisans. Caelestis is held in place by gargantuan chains, reinforced with magic, and relies on Luto as a source of cheap labour and food. As the home of the Schola Mechanum, and the very first city in which an Engine was discovered, Caelestris holds a place as a pinnacle of progress and high society, possessing very strong ties to the Greyfield Institute.

Luto (The City of Dirt)
Populated with the lower classes, and home to common labourers, factory workers and poorer artisans that cannot afford to migrate to Caelestis. Luto is dark, dirty and crime-ridden; cast in the shadow of the city above, the wish of all citizens of Luto is to eventually reach the great city in the sky. Many harbour resentment towards the denizens of Caelestis, and such people rarely visit the city below for fear of being attacked and robbed. However, Luto is still host to many fantastic engineers and artisans, and you can be sure to find a bargain there wherever you look, though be wary of shifty salesmen. Whilst not a city state in its own right, it comes under the domain of Caelestis.

Brae
The city of Brae has seemed to go down a very different path to the other cities; they began as the others did, flocked with archaeologists and pilgrims, but without the influence of the Organisations to suppress religious worship of the Engines, the Cult of the Machine soared in influence. Originally composed of harmless pilgrims, the Cult descended into fanaticism when a mysterious individual by the name of Mortimer Gladwick started to preach within the city. Naming himself Patriarch, he closed the boarders to any by the faithful and established a hierarchy of Cardinals within the Cult, renaming themselves the Order of the Great Machine. Turning against progress, he declared that the use of Engine Technology, and the study of the Engines by anyone other than the church was heresy. Because of this, the common people of Brae are significantly behind the rest of Ornys whilst the Bishops and Cardinals enjoy lives of luxury in the High City. Groups of Servitors, mechanical humanoid warriors developed by the church, patrol the streets with Inquisitors searching for signs of heresy, executing any they find ‘defiling the will of the Great Machine’. From what can be gleaned of their doctrine, their ultimate aim is to return the city to the dimension from which it came, and thus ‘ascend into the arms of the Machine’. Due to their abhorrence of technology in the hands of those outside the church, they shun association with any Organisation.

Nün
Nün, the Nomadic city, floats freely through the sky and is sustained largely by trading with others. It is a free city, devoid of any real central rule and populated with airship pilots (who rarely make their home here, but stop off often to trade stories), sky pirates hiding from persecution in Nün’s bustling and densely packed streets and many, many taverns. Nün is also home to vast engineering district that trades in spare parts and airships, as well as constantly developing ways of improving them. Whilst the Mortlock Group holds the greatest power in Nün, all Organisations have significant presence here, and as a free city it is left to them to maintain order, such as it is, with residents and private enterprises buying into them in exchange for protection. The role of policing in Nün is rarely ever extended beyond the Organisations’ protection of their investments however, and as such Nün tends towards the chaotic even at the best of times. Nonetheless, whilst crooked businessmen are rife, Nün lacks a serious criminal element, as most denizens attempt to do well by each other so that they themselves are treated well in return, and Nün remains a veritable hub of trade with all other cities. It is where fortunes are made and broken, and a common destination for those seeking to gain work with the Organisations. The native population primarily consists of gnomes, with a smaller number of humans and dwarves who come to apprentice themselves to the airship artisans. Many old airship captains also make their home here after retirement, having grown to love the hustle and bustle of the free city, and can often be found in local taverns trading stories of adventures past. The Engine of Nün seems to dictate direction at random, and has been known to drive Nün at speeds of up to 5 or 6mph, when on other days it may move more slowly. Nün seems to possess a rudimentary spacial awareness of sorts, adjusting itself to avoid coming close to other cities, or large obstacles such as mountain ranges.

Ysor
Often called The City of Brass, Ysor is one of the greatest testaments to the craft of the machinist in all of Ornys. When it was discovered, a vast number of clockwork servitors were found with it, maintaining the mechanisms of the Engine. Their design and their tools were used as blueprints for the development of further devices for use in engineering Engine Technologies, and led to the creation of Servo-Suits- clockwork exoskeletons that enhanced the strength of the wearer, whilst also providing incredible fine motor dexterity These creations allowed machinists to move heavy apparatus with ease, as well as manipulate smaller mechanisms and gears with greater precision. Machinists, inventors and engineers flocked in their masses to admire the fantastically intricate mechanisms of this cities Engine, and it soon became renown as a city of progress. The population consists mostly of those drawn to study the mechanisms of the Engine, and the creators and designers of new mechanisms- this is perhaps the most advanced city in Ornys, and residents enjoy an unusually high common standard of living- however entry is often restricted to those who have something to offer.


Praba
Praba is situated far in the south of Ornys, and concerns itself mostly with the study of the magical workings of the Engine. Sometimes called the Purple City, due to its strong ties to House Escher, Praba welcomes all who pursue knowledge and is home to many artisans and scholars. House Escher often funds expeditions from Praba to discover other potential sites of technology and artifacts, and have brought much prosperity to the city as a result. Because of this, many Prabans feel a strong affinity to the House and often speak highly of it. Praba is also home to the Academy of Artifice, an institute dedicated to the research and development of new magical devices, and educators of many of Ornys’ finest artificers. Praba also remains one of the last cities in Ornys with an interest in the arcane outside of its application to technologies, and as such is typically the point of origin for conventional spellcasters and battlemages. Such forms of magic have become uncommon in most of Ornys over the years, as mundane and magical technology has risen to replace many of the functions previously performed by spellcasting. As such, these Prabans can be viewed as somewhat backward by the more technologically aligned northern cities.

Lockmoor
Perhaps the most unusual of the cities, Lockmoor is an entirely artificial city named after the original Lockwood Estate. Powered by over one hundred facsimile Engines all intricately connected by a network of servos, pistons and pipes to colossal steam engines keeping the city aloft. Whilst still gigantic, Lockmoor is nothing like the size of the other cities, and requires constant attendance by machinists and clockwork Servitors to maintain the systems. Lockmoor is the base of operations for the Lockwood Company, and a major trade hub between cities, housing important members of the Company, their greatest machinists and inventors, and perhaps most importantly, the Great Shipyard; a vast district dedicated to the construction and development of airships, all under the direction of Thaddeus Lockwood. Whilst a common stopping point for accredited airship captains, it is the stuff of legend for aspiring machinists and engineers hoping to work alongside the greatest minds in Ornys on the next series of airships. Whilst Lockmoor tends to remain relatively stationary due to the huge requirements placed upon its network of engines in order to keep it aloft, it is capable of movement. Whilst not designed for warfare, Lockmoor is still probably the greatest military asset in Ornys, and by far the most powerful airship due to its ability to fill the role of a mobile base for airship production. Its size renders movements incredibly slow, however, and whilst significantly smaller than Nün, its facsimile Engines are unable to produce anywhere near the same amount of speed.


Heroes and Famous Figures
Like any world, Ornys has its own fair share of heroes and mysterious figures of legend and folklore.

Bartholomew Clarke
The “High Caliber Consecrator”; a character so enshrined in legend that he is spoken about in hushed whispers to keep naughty children in line. Said to be the High Inquisitor of the Order of the Machine, merely the mention of his name brings cold shivers down the neck of any citizen of Brae- the bane of machinists and inventors, he is rarely found without a gun in his hand, wandering the streets of Brae hunting for heresy. Some say he was once the chief enforcer of Mortimer Gladwick himself, and even now still carries out ‘special missions’ in foreign cities, eliminating opponents of the Order. According to these legends, both he and Gladwick must be over 200 years old- no small feat for a human, and legends about his being half-man and half machine are traded in hushed whispers between the citizens of Brae.

Isaac Gaskel
A legendary machinist, he worked hand in hand with Marcellus Lockwood himself to produce the first ever airship to grace the skies. Now long dead, machinists to this day invoke his blessing over their craft, and statue of him can be found across all the great city states of Ornys, excepting of course Brae.

Cornelius Ellicott-Forscythe
Captain Cornelius Ellicott-Forscythe of the airship Windy Rose; a dashing figure of romance and swashbuckling adventure, subject of tales to make the ladies swoon and the young boys cheer. Feller of the seven-headed dragon priests, seducer of the of the beautiful and exotic Princess Samara, enemy of sky pirates and hero of the people, airship captains often swear by him. So many tales have been traded about his wild adventures that it is no longer known which are true and which aren’t, but his romantic adventures across the sky are loved, if not always believed, by all.

Esmerelda Nightingale
Elven pirate princess and enemy of the skies, if legend is to be believed then she has claimed more vessels than an entire armada for her vast hoard of treasure. He flag bears a black thorned rose, a parody of the Lockwood crest. Some say she was once in love with Marcellus Lockwood, but he tossed her aside for another woman and she forever vowed to hunt him from the skies in revenge, and her exploits are as legendary as those of Captain Cornelius.

Patriarch Mortimer Gladwick
The Patriarch of the Order of the Machine, and the one who transformed them from a harmless cult to a fanatical institution. Nothing is known about his history, but he is said to be older than Brae itself. His doctrines claim all the technology of the Engines for his Order, and his fanaticism has lead to the deaths of many potentially brilliant machinists.

Deities/Religions
All core deities exist within Ornys, but worship of them is very rarely, if ever, practiced. The Old Faiths have all but died out in Ornys at this point, never having really enjoyed any position of power to begin with, and followers of these deities from foreign lands are often looked upon with suspicion or incredulity. The closest thing Ornys has to a national religion is the worship of The Machine, which has proliferated across Ornys due to a continent-wide fascination with engineering and machinism. Worship of Old Faiths is somewhat more common amongst ground dwellers, who are not surrounded on a regular basis by the wondrous devices attributed to The Machine.

The common man tended to worship whichever deity most conformed to their craft, and so naturally gravitated towards worship of The Machine as their way of life became so dependent upon machinery derived from the Engines. The aristocracy, on the other hand, tended to view religion as fanciful and below their station. As such, they never really had any religion to lose in the first place, and faith in The Machine amongst these upper classes only began to become more commonplace within the last 50 years or so. Worship of Boccob was uncommon outside of arcane circles, and as these diminished in number so too did the number of worshippers. The arcane disciplines of artifice and magical craftsmanship began to replace more conventional spellcasters, and these individuals tended to gravitate more towards The Machine than Boccob, due to the nature of their craft and discipline. Praba, a city that still retains much of its spellcasting roots, remains host to followers of Boccob, but due to the small number of remaining conventional spellcasters these number among the few. Worship of Boccob is somewhat more common amongst the battlemages and war wizards of Praba, who tend to have little interest in the intricacies of machinism.

The Machine
Domains: Artifice, Travel, Knowledge, Time

Worship of The Machine manifests itself in two primary forms; The Order of the Machine and the Cult of the Machine. The Machine itself is not an actual deity (although most of those who worship it believe it is), and as such cannot be communed with or contacted as can a conventional deity. The Machine can however grant domain powers, which manifest themselves through sheer force of belief in its deism, rather than though granting powers to devotees. The Machine is believed to have granted the Engines to man, and belief in The Machine is by far the most common form of religion, active or passive, in Ornys.

The Cult of the Machine
The oldest form of worship of The Machine, founded very close to the initial discovery of the Engines, placing it at approximately 210-215 years old. The Cult is a very passive religion, and lacks any centralised authority. Because of this, there are numerous different forms of belief within the Cult, linked only loosely by a shared faith in The Machine. The Cult of the Machine in all its forms is the most common religion in Ornys, almost to the exclusion of all others. Some see The Machine as an actual extraplanar deity, who actively works in the world and watches over machinists, engineers and similar. They believe that The Machine created the Engines, and delivered them to Ornys as a gift to mankind so that he may learn and grow closer to heaven.

Others believe that The Machine is a personified intelligence within the Engines- something of a shared machine spirit that lives within mechanisms and artifice. This is the most common form of faith in The Machine amongst artificers machinists and engineers, who will often invoke the blessing of the machine spirit over their work, and can often be heard thanking the spirit when their devices work, or apologising to the spirit when they drop or break mechanical devices.

The Order of the Machine
Founded by the Patriarch Mortimer Gladwick in Brae, the Order of the Machine provides a centralised, hierarchal institution surrounding the worship of The Machine, and followers of the Order’s way are often fanatical in their pursuits. Worship in this form is practiced almost exclusively within Brae, and is the second oldest form of worshiping The Machine, coming into force approximately 30 years after the discovery of Brae, placing it at around 190 years old. The Order is lead by Mortimer Gladwick, who is still believed to be alive, and his cadre of Cardinals and Bishops who rule from the Higher City. Established members of the priesthood are afforded special privileges; namely, the right to own and use machinery. As such, they often enjoy much greater standards of living than the general populace, to whom such technologies are banned; ownership and operation of technology outside of the Order is considered heresy, and is punished severely. It is not uncommon to see Inquisitors roaming the streets accompanied with Servitors to ‘sniff out’ illegal technology and destroy it, or claim it for the Order. Entry and exit from Brae is heavily regulated by the Order, and it is largely avoided by the rest of Ornys.

The Order holds that The Machine is the creator of all technology and machinery, having sent the Engines to Ornys to allow His faithful to ascend to heaven and join Him. As such, attempts to create machines of ones own, or to reverse-engineer the technology of the Engines is an act of defiling His holy creation if one is not of The Machine’s chosen. It is thought that the ultimate aim of the Order is to discover the home plane of the Engines, and construct a vast device that will transport the faithful to ‘ascend’ and join The Machine. Followers of the Order’s way are viewed with great suspicion outside of Brae, and are often thought of as untrustworthy, or as spies and members of the inquisition sent out to the other cities to gather information.

Races
The two most common races to the world of Ornys are humans and gnomes. Humans, ubiquitous as ever and always striving to move forward, make up the bulk of the city and ground-dwelling populations. Originally the primary inhabitants of Ornys, they migrated to the cities, and tend to live their lives in the hustle and bustle of day-to-day life. They come from all walks of life, and typically account for the vast majority of the aristocracy in Caelestis. They are somewhat less common in Ysor, and are found in their largest numbers in the city of Brae, which tends to exclude or discriminate against other races, and the city of Lockmoor due to their affinity for business. Most races are present to some small extent, but other than humans and gnomes there are no species that exist in significant numbers throughout Ornys.

Gnomes
A hardworking species with an affinity for artifice, gnomes compose the second most common race in Ornys due to the continents huge focus on engineering and machinism. Many gnomes often travel to the great cities of Ornys from foreign lands and make their homes there, fascinated by the technologies and opportunity to ply their crafts. Not as common as humans, they still make up a significant bulk of the populations of some cities, most notably Nün and Ysor.

Half-orcs
Half-Orcs are typically treated as second-class citizens, and very rarely make it beyond simple labour in the shipyards and crafting and engineering districts, where they are able to find employment as menial labourers in situations where their strength is valued. They populate Luto somewhat more densely, where they often find themselves falling into the criminal underworld as enforcers or bodyguards.


Dwarves
Dwarves are somewhat more common, especially in the city of Ysor. They often gravitate towards the engineering districts, attracted by the lure of technologies and the chance to utilise their crafting skills. When they appear, they are often sought after for their natural craftsmanship and ability with metals, but most find the flying cities unnatural and have thus mostly retreated from the continent to foreign land cities or ancestral mountain strongholds.

Elves
Elves are fairly uncommon in the world of Ornys. Everyone knows they exist, and most can claim to have met or at least seen one, but they aren't present in significant numbers in the cities. Those that do visit the cities are typically misfits in their own societies, most of whom have retreated to forest villages and smaller agricultural hamlets on the ground below, rather than live in the rapidly advancing world of technology of the cities. They are more likely to mingle amongst humans in the small towns and villages that still dot the landscape below the great cities- not everyone does, or can afford to live in the cities, and there is still a large demand for agriculture as the cities cannot easily sustain themselves due to their large populations. They were never a very common race in Ornys to begin with, and their numbers have only dwindled with the rise of the cities. Elves are more commonly found in the city of Praba, to which they gravitate more readily due to its association with magic and arcane pursuits.

Halflings
Halflings often gravitate towards life on airships, where their small size and natural nimbleness is prized. They are found most commonly on the city of Nün, the cultural melting pot of the great cities of Ornys, where they work as shopkeepers or artisans. Their numbers are small, even in Nün, but they make themselves known wherever they go.