Life in the World

Life Outside the City Walls
Most villages and towns on Ere are situated on land owned by families and organizations who purchased it from governments during the Age of Tragedies. Farming enclaves are usually well maintained and defended by the controlling interests in order to maintain the large profits to be had in supplying the cities with food. Route towns and towns set up to support mines are less well looked after, but maintain a measure of autonomy by catering to travelers and adventurers.

The controlling interests take both a share of the profits the town generates as well as the rents from the families living there.

Depending on the nation in which they reside, some villagers must also contend with government officials, catering to soldiers, and serving other government interests in addition to the families and organizations that control the land they live on.

For the most part, however, it is the need to survive that defines the shape of life on Ere. Every man woman and child on Ere understands the danger that exists all around them; over the next hill, in the branches above, even in their own communities. But over the centuries, they have adapted and learned not to let fear rule them.

They prepare; training even the youngest children to defend themselves, setting aside communal money to pay for professional defenders and building fortifications when they can spare the time, but life goes on. Fields need to be worked, herds tended and professions carried out.

It is this trait, adaptation an innovation instead of cultural paralysis in the face of ever-present danger that permeates the world. Every option for self defense has been tapped; science has developed to give people firearms and alchemical weapons, the availability of magic has increased considerably to make life both safer and easier, and old bias and superstition has been left behind when dealing with the so called ‘savage races’.

There is only one rule for surviving on Ere: ‘Evolve or die’. The common peoples understand this all too well. Maintaining a community away from the protection of the cities is a great effort and all members of that community must do their best in order for it and its members to survive.

Because of this, education is a much higher priority on Ere than on other worlds. The average child will grow up not only learning their chores, but a craft, basic self defense, and sometimes, the fundamentals of magic. Bards, particularly those who focus on knowledge (called loremen), are well sought after and some towns devote large amounts of money to wooing them. This has paid off, ensuring that even a given farmer on Ere is much more likely to be an expert than a Commoner.

Character classes are far less rare on Ere, with low level wizards, fighters and bards rubbing shoulders with adepts and experts. Levels are also slightly higher than normal, with a typical character being around 3rd level. The fighter class almost completely replaces the warrior class.

Depending on the methods available to it, a given village or town may be a very different place culturally from its neighbors. One village may be blessed with an inborn who can cast protective spells for them, another may have scrapped together the money to hire mercenaries and still another may have forged and alliance with the local ogres, trading food and clothing for brute protection. This diversity makes most towns on Ere more loyal to their home town than their nation.

Despite being more adept at their professions and in defending themselves, the hard truth is that life on Ere is still very harsh and uncaring for those who live in smaller communities. Most people will not change the world. They may have the potential, but they have neither the will nor the means.

To many, just surviving year to year is enough. Keeping ones family safe and happy, one’s community profitable and the spirit beasts at bay is the definition of contentment for most people – partly because it is, in fact a feat, and partly because they simply don’t believe they can make a difference.

The Great Cities of Ere
About a third of Ere’s population lives behind the protective walls of the Great Cities; sprawling walled fortresses defended by national armies and supported by the networks of outlying farms and route towns around them.

Those who live in the Great Cities like Spinar, Harpsfell, Kinos or Siram Leggate are shielded from the harshest dangers of the world. To them, spirit beasts are problems from far away and the dangers of random sparks is negligible.

That isn’t to say that city life is easy. The people of the Great Cities must deal with urban crime, the machinations of sinister organizations, and political intrigue that often embroils even the lowliest merchants.

Major cities are connected by airship routes, which transport cargo and personnel on the behest of wealthy individuals and governments. They are also connected by networks of sending towers operated by the Arcane Academy of Te’ran. The towns built around these towers enjoy the benefits of being cities when it comes to military protection.

Children in cities are formally taught by specially accredited bards in school halls, where they learn with peer groups numbering about ten children and are taught mathematics, history and the basic tenets of alchemy and magic. After five years of schooling (starting around the age of 8), these children become apprentices; their assignment solely the purview of the bard who taught them. More expensive forms of schooling are available to the wealthy and lasts as long at ten years before apprenticeship.

Crime, particularly organized crime is a pressing concern in most cities and organized law enforcement has replaced the Watch that is common in most towns. Lawmen are sanctioned by governments to keep the peace and enforce the law. Lawmen are often supplemented by private mercenaries working for other organizations that protect their clients’ interests. Still, in particularly crime ridden cities, like Ma’tang in Minde Forme, adventurers may take it upon themselves to become vigilantes against the corruption.

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©Landon Porter