So here's the idea...

So here's the idea...

This blog is the beginning of an experiment. I've been working idly on the fantasy world of Maeleff for a few months, typing on my phone during subway rides, and I think I may have the beginnings of something here. However, I'm lazy and bad at following through with things, so I'd like help.

Specifically, I'd like to turn this idea into an open world fictional universe. My friends and creative folk will be invited to peruse the information I have on the world, and to play with it. Write characters. Write stories. Add races, city-states, monsters and ancient ruins. I'd like to write stories, role play, and generally allow my friends to help me explore and create a rich, if someone forbidding, fantasy world.

Sunday, September 22, 2013

Solemn Guardians

Solemn Guardian- stone and metal constructs brought to life by duer magic. Silent, but understand spoken commands.  They possess enough intelligence and sense of logic to try and interpret commands in such a way as to make sense out of them. They can be programmed to have an ethical code, or they can develop one with time, based on the commands they have been given.

Maeleff racial politics


Geb are compulsive debaters, and for all f their militaristic tendencies are fanatics for democracy.  Every decision in a Geb city is made as the result of weeks or months of debate. The some exception is the decision to fight the blooded or eliminate evidence of gods, regarding which they are to say the least intense.  They use criminals and war prisoners as slave labor, but are otherwise fairly friendly to outsiders.

Shar have a strict hierarchy, with a small oligarchy at top, and strictly delineated castes beneath them. Most Shar cities are closed to outsiders.  They raid nearby settlements for slaves or food or just for the fuck of it.  Gladiatorial contests that can raise one's caste. Outsiders are sometimes allowed to compete, sometimes forced to, but will never be integrated into Shar society as a result.

Sava are clannish anarchists. Families stay together because they want to, and wen they no longer want to, they leave. They cooperate to hunt or for defense, and because they are naturally outgoing and friendly, but they almost never feel obligated to do so by anything beyond affection or enlightened self interest.

Aelth have a tribal structure, and are generally hostile to outsiders.

Duer are insular and clannish. They are polite and open to outsiders as prudent, but generally keep very mug to themselves.  Ruled by councils of elders who vote among themselves.


Lothar, as far as anyone can tell, have no sort of organizational structure at all. They appear to live mostly individual existences, acting together only when necessary.  They at a extremely private, and did not even attempt to make contact with outsiders until quite recently.

The bugs claim that they are ruled by the wisdom of their elders, but nobody else can even determine if said elders are sentient, let alone in command. Mysterious.

The office of the Tyrant of Ammadhur


The primary government offices are in an old stone fortress on the central island, a fort left over from before the Falling, that was restored after people began to re-emerge from the local caves.

The Tyrant's offices take up most of the third (top) floor if the central keep.  The maethen berry vines that climb the outer walls pierce through the stone here, and completely cover one interior wall. The ceiling has been replaced with alchemically reinforced glass. The berries are of top quality, alchemically enhanced, and are used to make a small batch of Maethen wine every year, most if which is given as gifts to important visiting diplomats.