Vaporo
Inkling
Question 89: How does the balance between civilization and nature hold up in your world? (Does one overwhelm the other? Do they struggle against or compliment one another?)
Nature is a thing that exists in my world. Some people like nature. Most people don't like it when too much nature gets in their house. Untia has a lot of jungles that are brimming with nature that needs cleared away before anything can be built. Most Untians who live near jungles will advise you to stay out, or to follow the road if you absolutely must go through. Most people associate jungles with savagery and uncivilized peoples. Some Grat with animal-like intelligence have adapted to exist in the wild and most are seen as pests that destroy crops and kill livestock.
Question 90: How is gambling handled in your world? (Is it legal? Is it organized? Is it lucrative? Who or what controls the gambling scene? What’s the public perception on gambling?)
Most gambling is a seedy affair in Untia. Gambling is frowned upon by the middle and upper classes and is shunned as such. Most gambling parlors are little more than run-down taverns or brothels that also happen to host card games. Such establishments usually only resort to gambling as a last resort to appeal to low-lives when their business has no other recourse remaining.
The Amul preach against gambling, but do nothing to stop it. In contrast to Untia, Kumbaska has huge casinos in almost every major city. Throwing money away for a cheap thrill indicates that you have cash to burn, so being able to gamble is seen as a status symbol.
Question 91: What's the relation between mortal and divine? (Do both exist? What do you define as divine? Can one become the other? Is there anything the divine envies the mortal for?)
Oh boy. Here we go again.
The "divine" beings in my universe are mortals that were given power by Existence in order to defend it from Nothingness. Each divine being derives power by embodying some aspect of the universe, be it a physical property such as light or a more abstract concept such as interpersonal connections. There have been 15 divine beings throughout history. The original fourteen that were created by Existence gave themselves up to Nothingness in order to protect the land of the gods, and a fifteenth came to be later on. However, instead of killing them Nothingness erased their memories and planted corruption in the mind of Light. It then returned them to the land of the gods where they eventually wandered back to the world of O.
O was the first and only world created by Existence. Under the corrupted rule of Light, the gods ruled as bored cosmic despots, rearranging continents on a whim and creating strife however they thought was most amusing. As you might imagine, the relation between humanity and these gods was not a good one. If they heard your pleas at all, the gods were just as likely to turn you into a pile of ash on the spot as to help you. However, two among their number, Thought and Time, felt that something was amiss. In secret, they were uncomfortable with how they treated humanity and could detect the subtle influence of Nothingness on Light. So, they rebelled against the other twelve, but were inevitably defeated.
Since they couldn't be killed, Light exiled the rebels to the land of the gods. However, the two had learned some old powers during their rebellion and had rediscovered the mold from which the world of O was cast. So, they poured their memories into the cast to create a second plane of reality, which contains the double planet system where most of my worldbuilding takes place.
For three thousand years they lived in relative peace in their new world. They didn't interact with the humans of this new world very much, but maintained physical presences with which people could come to converse. They kept no secrets and readily explained their history to anyone who asked, but believed that humanity was meant to grow and thrive of its own accord and so kept out of the way. Some worshiped them, and they didn't suppress such worship, but they would tell their worshipers that they were being rather silly and that the two of them were not gods, but simply extraordinarily powerful spirits. They also didn't suppress the formation of other religions, since they honestly didn't know if most of them were true or not. There are things in the land of the gods that even Thought and Time can't comprehend, and they too believe that there are unknown powers much greater than themselves at work in the universe.
When the other twelve gods found about the new plane of reality, they were incensed. Since they were unable to attack this new plane directly, they created the Generals and sent them into the world to besiege the twin worlds. However, the Generals were ultimately expelled into the land of the gods by Thought when he severed his link with the world, and thus his memories. Thought became little more than a cosmic vegetable, and without his brother Time's power in the world is extremely limited.
Today, people in my world worship little most than shadows of the past, or whatever higher power the Thought and Time believed in. The distinction is often rather vague.
Question 92: How are guilds, or your equivalent, treated, employed and regulated?
Guilds used to be very prevalent in Untia, but have fallen out of favor in recent years. The purpose of the guilds were basically to create a monopoly on a particular product. One of their primary functions was to come up with agreed-upon minimum prices, so that nobody could undercut anybody else by too much. Every craftsman was more or less required to be a member of the guild, lest they be run out of town. In some cases, operating without a guild license really was illegal, since the guilds usually had strong political footing. However, international trade has opened up in recent years and with it more competitive pricing. The guilds were complacent and didn't realize the threat at first, but soon experienced sudden and serious shortages of finances. When the guilds were unwilling to change their ways, many craftsmen decided to ignore guild mandates in order to keep their pricing competitive. There were very few tangible things that the guild had to offer, so by the time the guilds lowered their prices to be competitive too many craftsmen had left for them to totally recover.
King Frenn I also took note of these events and realized how much guilds were hurting the Antisan economy (since economic theory was just invented and all the rage at the time) and took steps to weaken the traditionally strong ties between the guilds and government.
Question 93: Who do the people of your world look to for wisdom and spiritual advice? (Are they a special class of people, a lifestyle, or perhaps simply the local elder?)
Untians would usually look to whoever maintains the shrine to whatever spirit is locally worshiped. Exact traditions vary wildly throughout the region, but usually they will be a village elder or the like.
Amul priests are considered to have a monopoly on wisdom, and that any other wise person has derived their wisdom from the teachings of the Amul.
Question 94: Exclaves, coregions, condominiums and micronations. What political oddities can I find in your world?
The small island of Dantan is in a strategic position that could allow whoever holds it to police all sea traffic in the region. During the Antisan-Iklan-Keflatian war, almost every Untian nation took the opportunity to stake a claim on the island. When the war was over, however, nobody was actually sure who had won the island and everyone had a seemingly legitimate excuse to say that the island was rightfully theirs. So, to this day almost every Untian nation claims the island as their own, but nobody dares build on it since it could bring the ire of literally everyone down upon them.
Nature is a thing that exists in my world. Some people like nature. Most people don't like it when too much nature gets in their house. Untia has a lot of jungles that are brimming with nature that needs cleared away before anything can be built. Most Untians who live near jungles will advise you to stay out, or to follow the road if you absolutely must go through. Most people associate jungles with savagery and uncivilized peoples. Some Grat with animal-like intelligence have adapted to exist in the wild and most are seen as pests that destroy crops and kill livestock.
Question 90: How is gambling handled in your world? (Is it legal? Is it organized? Is it lucrative? Who or what controls the gambling scene? What’s the public perception on gambling?)
Most gambling is a seedy affair in Untia. Gambling is frowned upon by the middle and upper classes and is shunned as such. Most gambling parlors are little more than run-down taverns or brothels that also happen to host card games. Such establishments usually only resort to gambling as a last resort to appeal to low-lives when their business has no other recourse remaining.
The Amul preach against gambling, but do nothing to stop it. In contrast to Untia, Kumbaska has huge casinos in almost every major city. Throwing money away for a cheap thrill indicates that you have cash to burn, so being able to gamble is seen as a status symbol.
Question 91: What's the relation between mortal and divine? (Do both exist? What do you define as divine? Can one become the other? Is there anything the divine envies the mortal for?)
Oh boy. Here we go again.
The "divine" beings in my universe are mortals that were given power by Existence in order to defend it from Nothingness. Each divine being derives power by embodying some aspect of the universe, be it a physical property such as light or a more abstract concept such as interpersonal connections. There have been 15 divine beings throughout history. The original fourteen that were created by Existence gave themselves up to Nothingness in order to protect the land of the gods, and a fifteenth came to be later on. However, instead of killing them Nothingness erased their memories and planted corruption in the mind of Light. It then returned them to the land of the gods where they eventually wandered back to the world of O.
O was the first and only world created by Existence. Under the corrupted rule of Light, the gods ruled as bored cosmic despots, rearranging continents on a whim and creating strife however they thought was most amusing. As you might imagine, the relation between humanity and these gods was not a good one. If they heard your pleas at all, the gods were just as likely to turn you into a pile of ash on the spot as to help you. However, two among their number, Thought and Time, felt that something was amiss. In secret, they were uncomfortable with how they treated humanity and could detect the subtle influence of Nothingness on Light. So, they rebelled against the other twelve, but were inevitably defeated.
Since they couldn't be killed, Light exiled the rebels to the land of the gods. However, the two had learned some old powers during their rebellion and had rediscovered the mold from which the world of O was cast. So, they poured their memories into the cast to create a second plane of reality, which contains the double planet system where most of my worldbuilding takes place.
For three thousand years they lived in relative peace in their new world. They didn't interact with the humans of this new world very much, but maintained physical presences with which people could come to converse. They kept no secrets and readily explained their history to anyone who asked, but believed that humanity was meant to grow and thrive of its own accord and so kept out of the way. Some worshiped them, and they didn't suppress such worship, but they would tell their worshipers that they were being rather silly and that the two of them were not gods, but simply extraordinarily powerful spirits. They also didn't suppress the formation of other religions, since they honestly didn't know if most of them were true or not. There are things in the land of the gods that even Thought and Time can't comprehend, and they too believe that there are unknown powers much greater than themselves at work in the universe.
When the other twelve gods found about the new plane of reality, they were incensed. Since they were unable to attack this new plane directly, they created the Generals and sent them into the world to besiege the twin worlds. However, the Generals were ultimately expelled into the land of the gods by Thought when he severed his link with the world, and thus his memories. Thought became little more than a cosmic vegetable, and without his brother Time's power in the world is extremely limited.
Today, people in my world worship little most than shadows of the past, or whatever higher power the Thought and Time believed in. The distinction is often rather vague.
Question 92: How are guilds, or your equivalent, treated, employed and regulated?
Guilds used to be very prevalent in Untia, but have fallen out of favor in recent years. The purpose of the guilds were basically to create a monopoly on a particular product. One of their primary functions was to come up with agreed-upon minimum prices, so that nobody could undercut anybody else by too much. Every craftsman was more or less required to be a member of the guild, lest they be run out of town. In some cases, operating without a guild license really was illegal, since the guilds usually had strong political footing. However, international trade has opened up in recent years and with it more competitive pricing. The guilds were complacent and didn't realize the threat at first, but soon experienced sudden and serious shortages of finances. When the guilds were unwilling to change their ways, many craftsmen decided to ignore guild mandates in order to keep their pricing competitive. There were very few tangible things that the guild had to offer, so by the time the guilds lowered their prices to be competitive too many craftsmen had left for them to totally recover.
King Frenn I also took note of these events and realized how much guilds were hurting the Antisan economy (since economic theory was just invented and all the rage at the time) and took steps to weaken the traditionally strong ties between the guilds and government.
Question 93: Who do the people of your world look to for wisdom and spiritual advice? (Are they a special class of people, a lifestyle, or perhaps simply the local elder?)
Untians would usually look to whoever maintains the shrine to whatever spirit is locally worshiped. Exact traditions vary wildly throughout the region, but usually they will be a village elder or the like.
Amul priests are considered to have a monopoly on wisdom, and that any other wise person has derived their wisdom from the teachings of the Amul.
Question 94: Exclaves, coregions, condominiums and micronations. What political oddities can I find in your world?
The small island of Dantan is in a strategic position that could allow whoever holds it to police all sea traffic in the region. During the Antisan-Iklan-Keflatian war, almost every Untian nation took the opportunity to stake a claim on the island. When the war was over, however, nobody was actually sure who had won the island and everyone had a seemingly legitimate excuse to say that the island was rightfully theirs. So, to this day almost every Untian nation claims the island as their own, but nobody dares build on it since it could bring the ire of literally everyone down upon them.