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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