By: TheRunester
On: 9-April-2004
(Common Introduction)
When humans first found and colonized this sphere, they were startled to find two races already living here, both seeming to be from mythology. One realm of winged creatures lived in cities, floating high above. These "People of Spring" (also known as the Sur-Realm) looked like ancient depictions of angels, and were often seen soaring and swooping in beautiful arcs and loops overhead. The other race lived below the earth, walked with cloven hoofs, red skin, and horned heads. These "People of Autumn" (also known as the Sub-Realm) seemed to depict the terrifying visions of demons and devils that were depicted in the oldest of human writings. To the humans surprise, the People of Autumn were generally peaceful and open to meeting and engaging with the new colonists. They used only simple technologies, but relied on their natural strength and fortitude to live in what would, otherwise, be a very inhospitable clime. On the other hand, the People of Spring only looked angelic! They were arrogant and viewed all the peoples that lived on the land below to be "worm races." They were very skilled at technology and magic (especially those having to do with Air magic and flying techniques). The poor relations between the two realms had caused several wars between those above and those below. Where the People of Spring could bombard from the air, the People of Autumn could live far below ground. Further, the People of Autumn have easy access to metals for weapons and armor; whereas the People of Spring would need to barter for what little metal they can get (and they have trouble using a material so heavy in their flying machines). The introduction and growth of human villages seems to have upset the precarious balance between the two realms. Humans are nearly as skilled with metals and technologies as the People of Spring, while living on the surface has made them a natural ally of the People of Autumn. The People of Spring had wanted to ignore humans as temporary interlopers, and just another "worm race" ... but human settlements have continued to grow. And, being inspired by the People of Spring above, have developed many amazing devices for flying (like hot air balloons) that threaten to allow humans to encroach on the skies themselves.
Virtue: Summer (Energy). When humans first came through the gates leading to this sphere, they were looking for a new home, a place rich and fertile. This is precisely what they found, and they set to work creating a new place for themselves and their children with great energy and ambition. Later, after encountering both the People of Spring and the People of Autumn, and the continual struggle that seemed to always keep them apart; they decided to try and keep the middle ground. Their great energy and enthusiasm lead them to be dubbed the "People of Summer" and now they wear this name with pride.
Fault: Winter (Inexperience). The People of Summer may be enthusiastic and ambitious, but they are new to this sphere and to the age old conflict between the People of Spring and the People of Autumn. Their own independence and naivete can be a serious pitfall to their endeavors.
Fate: Striking the Dragons Tail (Underestimating the Challenge vs. Recognizing the Larger Problem). Some are already succumbing to the polarizing force of this realms usurper, and they are taking sides in the conflict ... which threatens to split the humans right down the middle. A few, mostly the older and wiser among them, are beginning to see this dangerous path and are trying to avert this potential disaster. Unfortunately, the message of moderation and the "middle way" has never been as appealing or popular as the fiery calls for extremism. Who knows what the eventual fate of this new realm is?
(as suggested by Lxndr on 8-April-2004, in the EverwayList)
Usurper: (Those Above/Those Below) When the card is upright, it is "Those Above"; this card, when it appears, benefits the People of Spring and actions taken by others that support and/or mimic them (including most actions involving Air, and most things involving adaptation, technology, or magic). When the card is reversed, it is "Those Below", and benefits the People of Autumn, and actions taken by others that support and/or mimic them (including most actions involving Earth, and anything involving tradition or habit).
(as suggested by Aquatone on 8-April-2004, in the EverwayList)
This usurper force causes a polarization of people, in their spirits. It is the force that keeps the realms of the People of Spring and the People of Autumn apart. It is the force that stops the People of Spring from dealing fairly with the humans. It is the force that stops the People of Autumn from learning from the humans. This insidious force is now working on the humans, dividing them internally. Humans have begun to take sides and identify themselves with the People of Spring or with the People of Autumn; taking on the traits, customs, and even faults of the groups they strongly identify with. Given enough time, this usurper force will break the human realm down and leave the sphere as they found it, "Those Above" and "Those Below."
ms of the People of Spring and the People of Autumn apart. It is the force that stops the People of Spring from dealing fairly with the humans. It is the force that stops the People of Autumn from learning from the humans. This insidious force is now working on the humans, dividing them internally. Humans have begun to take sides and identify themselves with the People of Spring or with the People of Autumn; taking on the traits, customs, and even faults of the groups they strongly identify with. Given enough time, this usurper force will break the human realm down and leave the sphere as they found it, "Those Above" and "Those Below."
Rule: The People of Summer are not well organized, the realm is really a loose affiliation of independant towns and villages. Each town and village is free to enter into trading relationships with whomever they want, including nearby groups of either the People of Spring &/or the People of Autumn. This independant spirit has lead to some measure of political experimentation among the various human settlements. The most common form of government, though, is a Council of Elders. The People of Summer are strongly suspicious of placing too much power in any one persons hand, and so (usually) shun anything like a king or a ruling dynasty. The chief topics discussed and regulated by the town councils have to do with trade relations, public defense, and the monitoring and maintenance of public land - the town common. There is little interest or tolerance for morality laws, formal educational systems, or even business regulations.
Religion: The People of Summer are as liberal with their deities as they are with their legal system. They have brought a pantheon of gods and goddesses with them from their sphere of origin, and then borrowed some ideas from both the People of Spring and the People of Autumn. They've added the ancestral sphere walker that first lead their people here, Far-Sight Far-Walker, into their pantheon; and have even included Thunder Step (from the People of Autumn) and Great Eagle (from the People of Spring). There is a common image used in paintings, medallions, and even some coins, that depict these three sitting together as if on a great "Town Council" in heaven. This image, referred to as "The Three Founders" is not only popular, but also expresses the hopes of the People of Summer that they will somehow bridge the gap between those above and those below and extend their system of loose affiliation to include all peoples of this sphere. Of course, not everyone agrees with this view, and feel it is too idealistic to be practical. Further, some among the People of Spring are offended that their supreme deity, Great Eagle, is placed on par with folk hero's from the "Worm Races." And, some among the People of Autumn are disturbed that their great spiritual leader, Thunder Step, is shown on equal footing with the traditional enemy of his people (Great Eagle) and an unknown new comer (Far-Sight Far-Walker). All of these dissenting views make the image of "The Three Founders" very controversial.
People: The People of Summer pride themselves on their indefatigable, ambitious nature. They also are a very forward looking society, that embrace change and improvements, often just for it's own sake. Some, inspired by the People of Autumn's close relation with the earth and natural systems have learned as much as they could and begun adapting these methods to human customs. They tend the fields, orchards, and flocks and are nearly as successful as the People of Autumn who taught them. Others, inspired by the People of Spring's love of knowledge, especially in the form of technology and magic, have learned or copied as much as they could and made incredible advances in these areas. It's the incredible ability to learn and adapt, coupled with the willingness to work hard, that makes the People of Summer such good allies - as well as a potential threat - to the other peoples of this sphere.
Unfortunately, the devisive power of the usurper force is changing this fundamental nature. As more and more People of Summer identify with and follow the People of Spring or People of Autumn, they lose their own energy and ambition and take on the strengths and weaknesses of those they copy.
Economy: The People of Summer prefer barter to currency, but will use hard currency in the form of gold, silver, &/or gems in place of the goods themselves. They do not trust representative currency, like paper. Most transactions are settled with a handshake, and only the most contentious or complex are written up as contracts. They love the Aerial Ballet of the People of Spring and are often willing to trade food or metals for a regular performance. Also, they value gold, silver, and gems a great deal more then the People of Autumn do, so this allows for a trade of beer for gold or distilled liquor for gems, etc. There is some trading between human towns, but usually only the few items that each produces in plenty. For example, one town famous for it's strawberry patches may trade bushels of strawberries for a fine wine made by another town. Other then these "luxury" items, nearly all towns and villages of the People of Summer are self supporting.
War: The People of Summer have very little interest in waging wars, or even preparing for one. But, their proficiency in technology and magic have allowed them to present a very threatening visage to the few groups who may want to take advantage of their peaceful nature. For example, the People of Summer have developed powerful and accurate ballista's and trebuchet, easily making them the equal of the physically more powerful People of Autumn. They have also been experimenting with flying devices, the most reliable being the hot air balloon. This has made the People of Spring worry about losing their traditional supremacy in the air. Ironically, its the growing power coupled with the lack of interest in using it, that has created a dynamic balance between the three realms. The two older realms are each afraid of starting a war and having the People of Summer take the other side and tipping the scales of power. Both are much more willing to negotiate, then risk openly alienating the People of Summer.
Magic: As in other areas, the People of Summer learn and borrow from as many sources as they have access to. This has lead to some practicing the intuitive earth magic of the People of Autumn; others practicing the highly intellectual and disciplined air magic of the People of Spring; and still others adapting both for use with technology in a bizarre blend referred to as technomancy. Currently, only People of Summer (on this sphere) practice technomancy to such a the degree of sophistication.
Technology: Steam powered golems, strength multiplying block-and-tackle sets, "speaking" books, and many other gadgets are appearing in town after town as human technomancers extend their ability to blend the two disciplines. The operating motto of human technomancers has always been, First, build it; then, figure out what it's good for! Aside from such exotic technology, the People of Summer have wheels, pulleys, basic steam power, hot air balloons, ballista's, trebuchet, indoor plumbing (though this may be limited to a few public buildings and the wealthy), as well as fine arts and crafts in many media including precious metals, gem stones, fabric & pottery. They do not yet have china; they do have simple fireworks, movable type printing, and advanced metallurgy including the production of bronze and (a low quality) steel.
Learning: The People of Summer love to learn, but generally frown on large institutions. They found they were more comfortable with the apprenticeship program used by the People of Autumn. They have adapted that, and extended it to include certifications and a minimum set of standards, especially in the areas of public works engineering and medicine. Nearly anyone with a useful skill is encouraged to take on a few students and share their knowledge. Not only does this provide a little extra income, and willing assistants, but it makes sure that knowledge disseminates and is not locked in secret societies.
Domesticated Animals: The People of Summer have learned well from the People of Autumn, and have domesticated nearly every species available. Further, they have no fear of birds of flight, and some People of Summer enjoy hawking as a sport, or even keeping small song birds as personal pets.
Common Foods: The People of Summer enjoy a widely varied diet, and as in most everything else, are adaptable to whatever local fauna & flora are available. Further, they have excelled in the arts of brewing and baking. They have several different kinds of breads and confections, and a plethora of wines, beers, and distilled liquors.
Gates: The only two (known) gates on this sphere are both near standing stones, and within the region protected by the People of Autumn. In general, People of Summer are allowed free passage through the gates, and occasionally sphere walkers from other realms enter and are usually accorded every courtesy. The only exceptions occur when the tension between the People of Spring and the People of Autumn escalates; then, the gates are guarded more closely and any travelers are carefully inspected to make sure they are not spies or allies of the People of Spring.
Because of their origin on another sphere, there is a certain innate wander-lust in the People of Summer. A few are born with the same gift as Far-Sight Far-Walker, and head out themselves to explore the thousand spheres. There is no social tradition of returning home, each finds his own way in the multiverse; but a few do and they often bring back (among their amazing stories) new technologies and items and magics, which usually cause quite a stir and excitement among the students and technomancers!