Worldbuilding for B&B

The default state of the universe is a primordial chaos without consistent form or coherent rules. It is a festering and writhing mass of disparate parts. At the centre of our corner of the cosmos, there is a galactic being whose psyche began to make sense of the chaos. It cannot cope with the incoherence of the chaos beyond its bounds and swirls like an immense slumbering star whose influence envelopes the worlds around it in a semblance of order and consistency.
   
This being, who goes by many names - the Archon, the Great Dreamer, the Elder Mind ... is ultimately responsible for the formation of every observable phenomenon. Were it ever to rouse from its aeons-long sleep, the illusion would finish and everything that ever existed would be wiped from future past and present. Its sphere of influence is known as the Dream. Energies that enter into the Dream from the endless chaos arrive as malformed organs, alien mineral formations and improbable monstrosities, so offensive to the ordered mind that they can induce a kind of crisis of faith in reality itself.


There are 3 powers that govern the human world.


The Clergy

The Clergy is devoted to the Great Dreamer and wants all of humanity to live in ignorance of the writhing chaos that threatens the borders of the comprehensible. They are fully aware of the chaos that lies at the core of the universe, but believe that it should never be allowed to enter into our realms. They believe that the common man is better off with something to believe in - saints and symbols - in order to protect their fragile psyches.
   
Any practice of the occult creates holes in the Archon's great Dream, inviting the tentacles of the cosmic madness to interfere with the regular functioning of life on earth and is thus heretical. The aim of the Clergy is to prolong the normal functioning of the cosmic order for as long as possible, suffering and all. They sometimes resort to inviting the chaos in in order to harness its power, but only under strict regulation and restraint from their central powers so as not to distrupt the Dream.


The Wizardry

Since humanity first picked itself up off the dusty ground, we have been learning of the deep secrets of the universe. The Wizardry aims to deepen and broaden the possibilities offered by magic, derived from the outer chaos. The power that it bestows could end all of the suffering and squash all of the iniquities that define daily life for the common man. The magic of the Wizardry is often channelled through patrons of the chaos - so-called demons and cosmic beings that can peirce through the Dream and draw power from the great beyond.

Perhaps inviting the chaos in will cause mayhem and the eventual destruction of the known universe, but at least it will provide humanity with one great burst of freedom, decadence and power - such is the philosophy of the Wizardry. Some mages take a more restrained stance, wishing to harness magic in a sustainable and equitable way, while others see humanity's future as one great burst of fiery ecstacy, followed by eternal, silent nonexistence. They believe that the common man suffers unnecessarily under the boot of their oppressors and should rise up using the power cut off from them by their rulers.


The Royalty

With the might of steel, gunpowder and coin at their disposal, the royalty are the premiere power of the human world. They live in lavish castles, surrounded by ancient reminders of their birthright, which is to rule over all of humanity. Their peasants toil so that they may feast, Their soldiers clash so that they may play at greatness.

Even in spite of appearances, though, the royalty is closest to the common folk. They are driven by their desires for comfort and personal significance. They want everything available to them and are not always careful about the cost. Just like their servants, they want a bountiful harvest, a safeguarded town and a comfortable bed.

Magic, therefore, offers a tempting solution - invite the chaos in and revel in all human potential. But the Clergy lurk behind the scenes, pulling the strings of politics and making sure that none forget with whom the fate of their mortal soul lies. The royalty, high and mighty though they seem, are merely the rope in a great game of tug-of-war to determine the fate of the world as we know it.

The Red Death

The Red Death is a plague wreaking havoc on the land. Nobody is sure of its origins, but everyone knows the symptoms. First, the victim becomes pale and lethargic for a few days. Then, they get a sudden burst of energy, becoming maniacal and inexplicably ecstatic. Finally, blood starts to leak from their pores and tear ducts, which is shortly followed by death. The few survivors are left disfigured with pock-marks and large red sores, but they are so few and far-between that most have never seen one. The mention of the disease is met with superstitious gestures and silent prayers. Plague doctors travel around on wagons filled with salves to treat the symptoms and even some supposed cures. They wear bird-face masks and black hoods.

The Inquisition

Led by the Clergy to root out herecy, inquisitors roam the country seeking cultists, witches and dissidents. They are feared for their ingenuity with devices of torture and their ruthless resolve. They wear a red cloak and a large red tricorne with a white mask covering their faces.

Pirates

New seafaring technology has opened up trade to distant lands, bringing spices, fashions and artefacts unknown to the local populace. Demand for these goods attracts people from all across the country to join seagoing crews for a cut of the new wealth. Others, seeking a departure from the toil and tragedy of normal life, go into piracy. The coasts are rife with pirate ships and they have little trouble stealing from merchants on the open sea, beyond the reaches of naval presence.

The Undead

Dark magic is practices in the unseen corners of the kingdom. Some of it a holdover from ancient times, some atrocities more modern. The undead are one result of such activity. In various parts of the realm and at various times of month and year, the undead become a real and present threat in the lives of the common folk. Tales of vampire attacks in neighbouring towns circulate in hushed tones, reports of werewolf predation raises calls to action against the beasts of the night, and stories of far-off towns destroyed by undead hordes warn against travel outside of daylight hours.

Elves & Faerie

In the ancient groves splattered across the realms, Elves may be found. They are natives to the agesless dimension known as Faerie. Faerie is a sort of underworld, located within woodland caves, they are somehow filled with mystical light and immeasurable trees. Time flows slowly there and its waters pass through the veins of the Elves who call it home. Faerie is no paradise, however, being governed by strange and rules that baffle sane minds - paths lead in inexplicable loops, distances shorten and lengthen by the phases of the unseen moon. Elves minds are shaped to understand this world and find the mortal realm quaint and interesting. Elves leave Faerie to find human brides, capture human babies or observe human society. Elves are viewed by mankind to be wild, unpredictable, savage, debauched and insane. Few respectable humans associate elves, but they are the favoured friends of artists and bachelors, who prize their beauty and unworldly grace.

Dwarves & Gnomes

Dwarves hail from the frosty highlands, whose mines are rich with copper, tin and silver. These treasures allowed them to develop a highly advanced civilisation constructed of bronze. Their centuries hidden underground, away from the sun's scorching rays, granted them excellent eyesight, perfectly adapted to darkness, though in daylight their eyes burn, requiring them to wear dark-coloured goggles or salve their irritation with plentiful alchohol. Long ago, dwarves were the supreme cultural, mercantile and techonological masters of the realm, unsurpassed in their craftsmanship and arms. Since losing that position to humans, Dwarven society has fallen into relative ruin, with countless once-great cities now crumbling and infested with pests. Gnomes are the close relatives of Dwarves, their lowland counterparts who dwell in hilly moors and peatlands, living simple lives crafted from meteorite iron, overgrown vegetables, semi-precious minerals and mind-bending alchemy.

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