Hoturn

A World Unlike Earth

Hoturnian Currency

Despite the three faction system that the planet is divided between, they share a universal currency.
Currency is split between Vilt, Bume and Gure. Vilt is the lowest valued, while Gure is the highest. counterfeits are easy to spot as a counterfeit won't glow the corresponding color of the currency, this is because the secret to making any of the currencies is a closely guarded secret of the current Supreme Mother, Gunhyldr Commander-In-Chief, the Three Mercenary Sponsors, and whoever is currently in charge of Hoturn.
Below, a conversion table has been provided.
Due to the drastic differences in the value of Hoturn's currency and Earth's, most who visit from Earth and aren't citizens are usual gifted currency from their travel partners, so as to ensure that Envoys and other Esteemed Guests don't end up resorting to loan sharks just to be able to rent a hotel room for one night.Prices are written as so:
GURE.BUME.VILT
EXAMPLE: っ0000.0001.0020
1 Gure = 2,500 Bume
1 Bume = 5,000 Vilt

  • VILT: Vilt is described as small, grey, metallic coins with a violet glow to them. Each weights approximately 0.01 grams are about as large as a quarter.⠀              ⠀    Conversion Rate: 1 Vilt is equivalent to approximately $50 USD.

  • BUME: Bume is described as palm sized slates of obsidian colored metal, cold to the touch and glowing white in color.⠀⠀

  • ⠀      Conversion Rate: 1 Bume is equivalent to approximately $250,000 USD.

  • GURE: Gure is described as a super dense cube the size of a dime contained within a larger framework cube about the size of a dollar coin, the inner cube being a brilliant red gemstone of some kind whilst the exterior cube is some sort of translucent metal trimmed in platinum and glows a miasmic color of black and gold. Only a set amount of Gure is to be in rotation at any time, in order to prevent mercenaries from robbing. All banks store money in Gure when it is on site, having Transmuters that can convert them to Bume at any time.⠀              ⠀               ⠀    ⠀ ⠀ Conversion Rate: 1 Gure is equivalent to approximately $625,000,000 USD.

Societal Overview

Society within this world is connected to Earth very heavily, having been a former colony planet that eventually won their freedom through trade deals and political maneuvering, in exchange for continued trade of goods and services between the two. As such, many cities have a Transport Hub that can send out either heavily armored spaceship or interplanetary teleportation hub, depending on the destination and how low profile you are planning to be. Individuals born on Hoturn had a natural inclination towards magic in a higher capacity than those born on Earth, and as such were highly sought after on ships to protect from enemies that could also use these abilities, and even trained in different types of cities depending on their heritage and abilities.Living in a single country that's a scattering of small to medium islands ranging from 10 thousand mi2 to 135 thousand mi2 and a main continent of about 60 mil mi2 for a grand total land mass of 88.87 mil mi2, Hoturn boasts a population of 515 billion people and is the second most populated planet that has been colonized outside the Origin System. The gravity on this planet is approximately 9.2 m/s^2, making it the closest to Earth's.Politically, it is a Free Party Democracy, meaning that it has a zero party, individual running leader elected once every sixteen years and each leader may run twice, to qualify for election, you must be a resident of Hoturn for approximately five years and be no younger than twenty five and no older than fifty. Once you leave this age range, you are refused entry into the political race. Despite being a Free Party Democracy, however, there are three factions with opposing ideals that are clawing for the position of leader, considering they are the sole leader of the entire country with no balance and checks save for the fact that if a tyrant is born from this election, they are killed by a position filled by an Earth Envoy, seeing as they have little need to meddle in Hoturn politics except to ensure trade remains.Highly Capitalistic, everything can be sold and traded, including the multitude of mythological & supernatural beings, godlings, and other inherently Hoturn Native plants and animals.

Factions

There are three factions on Hoturn, each with their own unique ideals and cities types, the latter of which will be detailed later.

Gunhyldr: The original founding ideology that allowed Hoturn its independence in the first place, Gunhyldr's are all about maintaining the status quo, preferring to be pacifist traders and are usually where you would find the most Offworlders and Envoys, though there are exceptions, most of these cities are run in a hands off manner, well defended by automated technological defenses and a trained official military and the occasional gun for hire, these are the sleekest and modern tech cities that are advertised to vacationers.The current leader of Gunhyldr is Mark Wenbach Summers, a thirty sixth generation Hoturnian and current Executive in Power of Hoturn.
Notable Cities: Gunhyldr ( National Capital ), Brindul, Hydina, Crushide, Yuruse
Mercenaries: Guns for hire, ex convicts sent from Earth and the most unsavory of the population, Mercenaries are willing to do anything for money, often stabbing other companies in the back or working solo rather than splitting rewards. There are few morals in this faction and the overall ideology is ‘ The weak are meat and the strong do eat ’ in any situation, social or physical. They believe Hoturn should be completely independent and imperialistic, taking the mining planets in the system and hoarding those resources for themselves without sharing. Tourists are advised to avoid their cities due to the high crime rates despite how they're usually settled into unique sights one wouldn't see elsewhere. They are usually in direct conflict with the other two factions due to being the ones carrying out the other's dirty work.Leaders: Mar, Shokoth, Vintra lead as a triumvirate.
Notable Cities: Yutara City, Mikase City, Kichase, Loyue, Minae
Coventry: Protectors at heart, they believe that Hoturn and the star system that it is in must be preserved and protected from those who would exploit it. Their cities are majestic in nature, often blending nature, magic and technology into a truly unique sight to behold. They are willing to fight for what they believe in and are highly capable with magic, often fending off those who would harm their homes, also known as Wellsprings or Coven Cities with devastating, targeted magic rather than technology. Whilst not actively discouraged from going to these cities, tourists are warned that everything there comes at an extra cost than just the price tag, and these prices are often nonnegotiable but usually never malicious, and if they are, refuse.They are currently lead by Yavie Kaine of The Circle of Starlight.
Notable Cities: Lighthaven, Hearttomb, Willow Forest, Brilla's Cradle, Mythria's Womb, Dazzling Glade.

Magic

Magic is a unique trait granted to each person who ever visits Hoturn upon arrival as a gift from the planet itself. It is unknown how it decides what gifts to give, but each seems to fit what the recipient will end up doing in their future, from type to capacity, though there are different levels of magic, which are as follows.

  • Affectant Magic: This magic is not capable of producing or changing anything within the world, but is instead able to do things such as allow for minor telekinesis and telepathy, along with lengthy rituals and enchantments. Sixty five percent of the population has this type of magic.

  • Elemental Magic: One tier above Affectant Magic, users are capable of feats in the previous tier but are also able to conjure and control the basic elemental forces of Fire, Water, Earth, Air, Light and Dark and are capable of learning Wordless Casting that has a massive delay, though there are some cases of people in this tier being able to rid themselves of this delay by either Prep Casting or Perfect Casting, though the latter cases are rare. Twenty percent of the population has this type of magic.

  • Branded Magic: Branded Magic gives the user one of the following added to their arsenal of magic along with previous tiers — Divination, Biomancy, Emotion Manipulation, Magic Immunity, etc. and also gives Wordless Casting with the Instantaneous trait, along with the abilities of all tiers before. Fourteen percent of the population has this type of magic.

  • Transcendental Magic: Transcendental magic gives the user a Branded Magic that breaks the laws of the universe along with every other known type of Non-Transcendental Branded Magic that has been discovered. Usually, these people are born with unique abilities that allow them to handle their universe breaking magic. These Transcendental Magics are as follows: Time Manipulation, Reality Bending, Artifact Creation, Causality Changing, Soul Control, Gravity Control, and more. Think of these abilities are ones that are impossible to comprehend easily from an outside view. Only one percent of the population have these types of abilities, and are additionally restricted by never being allowed to leave the planet if they are Hoturn born.

Artifacts

Artifacts are objects of immense magical power that grant an exponential boost to one's capacity and ability, able to bump someone up an entire tier unless the are Transcendental. In some cases, however, instead of granting increased magical power, they give the user a Boon, though these artifacts are much rarer due to how Boon Artifacts are created. Artifacts, of course, have rules and stipulations, often set by the creator but there are three rules that are immutable.

  • Artifact Rule One: The first rule of Artifacts is that only one person can ever use a single Artifact, and using consecutive Artifacts causes diminishing returns in ability boosts.

  • Addendum: Boon Artifacts can be stacked infinitely and all Boons are passed down genetically.

  • Artifact Rule Two: The second rule of Artifacts is that the Artifact must decide that you are worthy. This can come from the content of your character, a test it forces you to complete, achievements that you have achieved or it makes your achieve, or something else it doesn't detail.

  • Artifact Rule Three: The final rule is that the creator of the Artifact cannot use it and Transcendental Magic users can only use one Artifact ever, and all it grants is immortality for these users. Any further attempts to use an Artifact after their first will strip them of all magic and turn them into a Unblessed, proving that the planet has revoked the gift it has given them.

Boons

Boons are unique abilities granted by the planet that are disconnected from magic ability or capacity. Someone with Affectant Magic can have Boons of any level, though Boons are much rarer in general. Only about thirty percent of the population has a Boon, but each holder of a Boon usually has multiple.

  • Affectant Boon: Affectant Boons are the weakest Boons, but are still defiant of most magic abilities. These include Anatomy Mutations, Increased Physical Capabilities, Skill Prodigy, and etc. Approximately seventy seven percent of Boons fall in this category.

  • Esoteric Boons: Esoteric Boons are unique in nature, and are often unlocked only after an important milestone in one's life, usually traumatic in nature and forms as a response to it. These can be defensive or offensive, depending on whether a fight or flight response was given in the event. As these are adaptive in nature, it is hard to track what Boons are Esoteric and which ones aren't. It is estimated that eleven percent of Boons fall in this categories however.

  • Inherent Boons: These Boons are predetermined before their first activation, and can be trained to expand the list of roles it encompasses. However, these Boons are not linearly passed on, and often get expressed in family trees at a random time before being passed along further down the tree. Some examples are Pocket Dimensions, Familiars, Unique Spellcasting Abilities, Immortality, and etc. Approximately eleven percent of Boons fall into this category.

  • Transcendental Boons: These Boons Transcend the laws of reality itself, and often causes the user to be considered a living deity called a Godling. Unfortunately, Transcendental Boons are dangerous for the holder, as eating the original holder allows the consumer to get that Boon in a watered down form as an Inherent Boon. However, Immortality is always granted along with this Boon as a secondary effect, since Hoturn refuses to live without the purest form of these Boons, and the moment one is consumed, a new Transcendental is bestowed upon someone random in the world, or a Transcendental Boon Artifact is created. Less than one percent of the population has a Transcendental Boon.

Map of Hoturn

This map highlights all major trade and shipping routes, faction territories and the major cities within them.All cities highlighted on this map have anywhere between 1,500,000,000 and 5,000,000,000 people living in them

Occupational Organizations

Every faction on Hoturn has organizations for work that is separated and changed between each and every city type, but in general provide additional protections for those registered in exchange for applying rules for said protections.Every major Merc City, Coven City and Gunhyldr City has places where you can access all three, and Mercenaries can also apply to be members of certain Gunhyldr Guilds.

Mercenary Group Sponsors:
For Mercenaries, these protections come from Sponsors, and usually require either a group or a large amount of influence, depending on who the sponsor is.

  • Mar: Mar is by far the biggest Mercenary Sponsor, offering the least amount of rules in exchange for decent benefits. In order to be sponsored by Mar, however, you must be a new mercenary group or a solo mercenary of medium influence.

  • Shokoth: Shokoth is the most prestigious Mercenary Sponsor, with only ten thousand solo mercenaries and forty thousand mercenary groups allowed. They are above the law and given the highest degree of benefits, and have first pick on jobs that enter certain cities that are under his control.

  • Vintra: Vintra is the third Mercenary Sponsor, for all those who don't fall into the previous two categories.

Gunhyldr Occupational Guilds:
In Gunhyldr cities, Guilds are the main way this faction protects and regulates themselves, though this does lead to fights when it comes to trade at times.
Since these are obvious by what they are, these are listed only as their role with minimal extra detail.

  • Merchants Guild: For merchants & those who facilitate trade.

  • Adventurer Guild: For Adventurers, Cartographers, and those who facilitate discovery of ruins, Artifacts, and slay monsters for the protection of Gunhyldr and to sell their parts. The ranking system goes Bronze > Iron > Steel > Titanium > Silver > Gold > Platinum > Adamantine > Mythril ( Mercenary Applicable up to Silver Rank )

  • Military Guild: For those who wish to be a member of the military, the ranking system is the exact same as the United States Armed Forces use. ( Mercenary Applicable )

  • Technoreaver's Guild: For those who experiment in the fields of science and magic equally to bring forth new inventions for Gunhyldr.

  • Artists Guild: For those in the fine arts.

  • Architects Guild: For those who build and design new places for those to live.

  • Transport Guild: For those who transport goods, build ships or caravans, and protect cargo ( Mercenary Applicable )

Coventry Organizations:
For Covens, Coventry Organizations are overseen by whoever is the current Mother Supreme and members are assigned to them based on their talents and predetermined future, though certain actions can cause you to be reassigned.

  • Erranders: The lowest rung in Coventry, treated practically as slaves and forced to do menial labor & errands for low pay, this is the most despised job

  • Trackers: One of the lowest rungs in Coventry, these people are sent out of cities to track down rogues, supernatural beasts / ingredients, or to survey the land for magical properties / minerals.

  • Coven Security: One of the lower rungs, and the final where those with low magic aptitude can be assigned ( Meaning Lower Elemental Magic or lower ), they are in charge of protecting Coven Cities with their combat skill and lower level magic. The first line of defense, save for those assigned as personal guards for higher level witches and warlocks.

  • Artificers: This job is for those with a decent amount of magic to experiment with lower level magic or with technology to find a way to improve them.

  • Arballists: This job is the leaders of Coven Security and Trackers, giving them their marching orders and are the secondary line of defense when it comes to protecting the cities.

  • Annihilationists: Specialized protectors, these are only called out when a massive or legendary monster is attacking a city. One Annihilationist is capable of leveling a mountain with their magic, and this is one of the most sought after jobs since they are one of the upper classmen.

  • Tradelings: Given express permission to trade and sell Coven goods outside of Coven Cities, these people are extremely strong, often highly skilled Branded Mages or, on occasion, Lower Transcendentals.

  • Transcendentalist: These members are given a town or city to run and protect, making sure nothing goes wrong. All of them have Mid Tier Transcendental Magic or higher.

  • Future Supreme Mother/Father: Decided by fate itself, this is the next Supreme Mother/Father and will be the leader of all Coven Cities, and they are trained their entire life to take over until the current Supreme Mother/Father dies.

  • Circle Of Eight: The Circle of Eight is the strongest Witches and Warlocks in magic strength alone, each numbered in Latin from Octavus to Unus, and must be ready to defend their position from any challenger within the Coven for their position. They are the next to final voice on all policies, often voting on all laws unless there is a tie.

  • Supreme Mother/Father: Always a Transcendentalist, this position is determined at birth and is lifelong, and they are the final say on any policy. They can overturn any vote given forth by the Circle of Eight and is the tiebreaker when needed.

Notable Figures

All well-known names on the planet of Hoturn, whether this is as an alias or their real name, along with the reason they are known.

Gunhyldr

Mark Wenbach Summers (NPC): Current Elected Leader of the planet-country of Hoturn and the leader of the Gunhyldr faction. A strong fighter with Branded Magic and an Inherent Boon that makes him immune to the ravages of time, illness and sickness, he does age and will eventually die of it, but he does so as a decelerated rate due to his Boon.

Mercenaries

Mar (NPC): One of the three Mercenary sponsors, they have influence in just about every major city, but they live in Yutara City at the moment.Shokoth (NPC): One of the three Mercenary Sponsors and an immortal Transcendental, he had been born approximately three hundred years and was given the Boon of Omnipresence as their Transcendental gift, they are impossible to find and are able to be anywhere they please. They've used this power to amass an indescribable amount of power and wealth in order to be the most well respected sponsor. The closest the faction has to a leader. They are especially respected in Hutaido, Loyue, Mikase City and Minae.Vintra (NPC): A voice of the people and one of the three Mercenary sponsors, they know what it's like to start at the bottom with nothing, so they decided to look out for those that slip through the cracks.Avae Kaine (@mysticaliber): Better known as The Dread Stalker, this name is synonymous with death if one isn't careful. Formally a Coven Tracker, she ran away from her duties to become a mercenary, eventually making a name for herself by eliminating targets that were otherwise unfindable and claiming bounties, she was eventually scouted by Shokoth and given a sponsorship by him. Whilst not a Transcendental, she has taken down her fair share of them and is a threat worth keeping an eye on.

Coventry

Yavie Kaine (NPC): The current Supreme Mother of all Covens and also known as Yavie the Immutable she was born without a Boon but she was given Transcendental Magic that made her immune to fate and allowed her to manipulate Causality itself. The mother of The Dread Stalker ( Avae Kaine ) and having the holding seat of Supreme Mother, her philosophy is Stability over Ideals, which has caused many attempts on her life since she refuses to retaliate to aggression from other factions unless a certain amount of life and monetary damage is sustained, and then when she does retaliate, it is less in a physical way as it is a political manner.

History Of Hoturn

Prediscovery

Before the world of Hoturn was discovered, there were only the Coventry, keeping the balance between nature and humans in tact. History at this point told of the god Makari, who had sown seeds beneath the soil and infused the world with magic, giving birth to magic, boons, humanity, godlings, supernatural creatures and more. Drakomo, later discovered to be Dragons, Wyverns, and Drakes owned the skies and mountains, tending to the clouds and weather, Kylisi, later discovered to be Mermaids, Sirens and Selkie owned the oceans and rivers, tending to the currents and fish, and Havivi, later discovered to be Humans, Werelings, Shifters, Beastlings, and etc. owned the land, tending to nature and magic. These three tribes held Hoturn together, and these three tribes thrived together, forming the basis for Coventry, prospering in cities built and created for all to enjoy and trade their goods and services. In this time, the population of all races reached about seventeen billion, and Havivi made up about sixty percent of this population.

Discovery

The year was 718 Makari when beasts made of metal and screaming of fire landed on the surface of Hoturn. This had scared most, if not all Kylisi and Drakomo away, leaving only the Havivi to speak with the strange creature. It spoke in a booming voice, thundering and monotonous in its words, declaring things such as "Air is safe to breath" and "Gravity is 9.2 meters per second" and then finally "Environmental Adaptive Suits not required" before it would open its large mouth. And out came more Havivi, who were welcomed with open arms and brought into their homes. These Havivi were strange, calling themselves Humans and unaware of the secrets of Makari, the God who had sown Hoturn with the seeds of magic. Eventually, the Kylisi and Drakomo returned and things were explained. What Hoturn had accomplished with magic, these Humans had made with technology. And not only this, but they had surpassed The Great Binding and were able to leave their home and bring traits from other worlds with them! It was truly a miracle, so they celebrated with a wonderful feast, allowing these guests to join them and stay as long as they wished.The Humans asked how long they had been there, and when the time difference between Makari and what they called Years was explained, it turned out that Havivi, Drakomo and Kylisi were much older than Humanity by approximately three million years! How strange it was, that these younger travelers had discovered them and were so much more advanced. Regardless, they were welcomed, as long as they respected the balance. And for a while, they did, until the had stumbled upon a deposit of Tramia, which they had called Gold. Immediately, machines were unloaded to mine this, much to the Drakomo's anger. This started conflict between the two, despite how much more powerful the Drakomo were physically and magically, the technology that these strangers held were too much. It took five Drakomo just to deter them and of them, three were injured severely and one was killed. Immediately, Kylisi, Havivi and Drakomo all agreed in unison to send these strangers back to their planet.And so, they believed that it was the last they had seen of them.

Colonization

Twelve Makari or approximately thirty thousand Years would pass, and Humanity had been forgotten in the minds of the current people, relegated to history alone. So when another of their ships had landed before them, the Havivi and Kylisi had come to greet these Humans. This turned out to be a mistake. The door to their gargantuan ship would open and millions upon millions of people would pour out, firing strange mechanisms upon them and instantly killing any who stood in their way. This display of power was followed by a declaration.‘ I am Captain Darren H. Roosevelt and this planet and its resources now belong to the Intergalactic Nation of Terra, resistance will be met with immediate gunfire and no prisoners will be taken. You savages trampled upon our kindness, now it is our turn to trample yours. ’Prior to this, Humanity would have discovered that just touching the ground of Hoturn had gifted them with the same abilities as the Havivi, having recorded this phenomenon from their previous expedition to the planet. And Darren had been given Transcendental Magic, allowing him to control the hearts and souls of those around him with only his words and sheer willpower. As such, Hoturn became a Colony planet for Humanity, and the entirety of the current population of three hundred billion would be enslaved and forced to work for humanity.

The First War

The First War was lead by Hamini Coleli, the child of a Human and a Beastling, six hundred years after Darren H. Roosevelt's declaration. Now gone were the terms of history that Hoturn had used, instead replaced with categorization based upon something Humanity had called ‘ DNA Sequencing ’. This child was the First Supreme Father of Covens, and had managed to convince the Offworld Convicts to fight with them against humanity, in exchange for equal citizenship when victory was assured.However, Hamini had been tricked, for these undesirables had supplied them with weapons from the warehouses of the Offworlders, yes, but they had later changed sides and began to leak plans to the enemy, not in obvious ways, for Hamini would have seen that, but these undesirables were smart and cunning, and they desired only one thing more than freedom, and that was money. And the Offworlders paid them in droves. Assassinations, sabotaged supplies, false recon reports, theft of war funds, all of these things led to Hamini's failure at The Battle of Gunhyldr, leading to the dissolution of the rebellion and the capture of Hamini. To this day, his final words echo through the heart and soul of Hoturn and of those in Coventry.‘ I may be slaughtered now like a beast, but you have only renewed the hearts of my brethren. We will rise again, we WILL regain our home. Hoturn will poison you and your children for millennia to come. You will regret ravaging our home. ’

The Second War

Twenty years after their defeat at The Battle of Gunhyldr, a faction would rise to fight for rights of every being on the planet, named after Hamini's final battle.GunhyldrThese revolutionaries were a mix of Offworlders who had come to share sympathy of Hoturnians and those who followed the old ways of Coventry. Slight differences in view would be moot points at the time of these revolutions. A mix of protests, sabotage and guerilla warfare would cripple the Federation, along with wars on other fronts. So much so that The Federation needed a front to focus and they had decided on Hoturn. Planet wide war ravaged the world. Magic and metal severed the lives of many, and eventually, a stalemate was caused. And so, a light truce was reached. The Federation would be allowed to remain on the planet and in the star system, keeping trade with Hoturn, but no longer would Hoturnians be second class citizens.This was the closest to victory Gunhyldr needed, now was the political part of how to reclaim their planet, with a population of two hundred and fifty billion from a mix of Federation Offworlders and Hoturnian, now that all sentience and not just humanoid was counted once more.

Political and Trade Treaty

It would take another five hundred years for Gunhyldr to gain enough political power and trade influence to force The Federation to recognize them as a sovereignty. And eventually, the star system of Hoturn-Sol would be handed over to Hoturnians, the Federation no longer having the right to suppress them due to their technological advancements.Then, the Federation fell apart, losing their history of Star Travel and ability to do much more than live on their home world, almost as if their civilization was retrograded by thousands of years. It would eventually be leaked that a Supreme Mother named Filia Hulheart had been the culprit, regressing humanity, their star system, and technology back to the human year of 2003. A truly heavily blow. As such, all technology that had leaked to Hoturn had to be remade, and they had to progress at the same pace as Humanity, lest they reveal secrets that weren't there's to reveal.

Present Day

Now, Hoturn has contacted the world governments of Earth and offered to help them reclaim technology that was once there's, but at a slower pace, in order to ensure that they did not abuse their power again. With this, star ship travel and teleportation modules were delivered, just enough to facilitate trade and not enough for them to reverse engineer in the way that humanity had with so much of their tech before they had met Hoturn. For out of all of the races that Humanity had met, only Hoturnians had offered any form of mercy and opportunity to regain lost power.

Church of The Martyred God

Gunhyldr follows the ideology that Hamini was a god given human form, leading Hoturn out of a dark age and allowing for the prosperity and peace that the planet now experiences.

Notable Deities

  • Hamini, The Martyred God: Also known as their deity of War and Peace, Hamini is believed to be the truest form of both compassion and rage, believing that all much be treated as equals and allowed the same rights and beliefs as others. The main God of this pantheon, he is often portrayed in ragged clothes a pistol in one hand and silver tears staining his visage.

  • Darren H. Roosevelt, The Heretical: Also known as their deity of Corruption and Malice, Darren is believed to be the worst of the worst that could have appeared on Hoturn, and those who praise his name are often hung publicly on holy grounds in order to reestablish purity in their souls. Often depicted as a monstrous amalgamation of human flesh and guns sticking out of every part of their body, their visage is twisted into a menacing grin full of combat knives and bayonets for teeth, with golden ichor dripping from their teeth and claws.

  • The Unnamed Mercenary: Also known as their deity of Purity and Prosperity, The Unnamed Mercenary that assassinated Darren H. Roosevelt is believed to have been originally motivated by the large sum on the tyrants head, but saw how horrific Hoturn was under his rule on comparison to what it could be that they killed the monster and proceeded to turn themselves in. Displayed as a blindfolded androgynous and ungendered deity, worship of The Unnamed Mercenary is never above that of Hamini, The Martyred God, but instead in conjunction with it by those who wish to remain pure or wish to prosper under Hamini's pantheon.

Celebrated Holidays

  • Birth of the Martyred God: On the birthday of Hamini, each city sends their strongest fighter to the capital of Gunhyldr, and there they fight in a tournament, where the winner is offered an Artifact and is given enough money to take care of their needs for the next twenty five years whilst living a luxurious lifestyle. Once the tournament is over, a feast is held throughout all the cities, and everyone sings the praises of those who won and lost their fights, for just being strong enough to join these tournaments is a great honor.           ⠀⠀ ⠀              ⠀                              ⠀              ⠀               Holiday: 1/16

  • The Heretical's Declaration: On the day that Darren H. Roosevelt killed millions of Hoturnians and declared Hoturn a colony planet, the Church of The Martyred God holds a ceremony to cleanse all those who follow the teachings of the church of their sins that reach back to him, each offering up their most treasured possession to burn upon a pyre that is seen all across the planet, whilst hymns and prayers of forgiveness fill the town and hearts of all.⠀⠀               ⠀⠀               Holiday: 4/25

  • Ha'vinti: A holiday where 3% of each cities population goes around, dressed as The Heretical knock on doors and begin to rant about corruption in the government for five minutes, and the person who answers the door must give a well constructed reply as to why this isn't corruption to the costumed other, or sacrifice all loose cash and alcohol in their home.⠀⠀               ⠀                           Holiday: 7/19

  • The Unnamed's Gift: On this holiday, a feast is held where each child is given っ0.0100.0000 and is expected to purchase a gift for each adult within the house. Depending on how good the gift is, the children are all given food based on how much the gift is appreciated, with the least amount being a half serving of the main dish that was prepared, and the most being allowed to feast upon what they wish. ⠀              ⠀               ⠀              ⠀               Holiday: 9/23

  • Death of The Martyred God: For the week of The Battle of Gunhyldr, every Church of The Martyred God offers up a relic that they have from a holy ground that was important im Hamini Coleli's life, starting with the furthest location, and a funeral procession is done for this, passing from church to church and gathering artifacts, until it eventually reaches the capital of Gunhyldr, where the procession makes their way to the site where Hamini was executed and the host a funeral. During this week, no entertainment or merriment establishment may be open, and profits lost are all paid afterwards.⠀              ⠀               Holiday: 11/1 - 11/8

Makari & His Eight Children

Coventry follows The Old Ways and praises Makari and his Eight Children of Magic, the first eight who had received Transcendental magic.

Notable Deities

  • Makari, The Father Also called The Mindless Creator, they hold all of Creation Magic within their hands, and they used their own flesh and blood to sculpt the bodies his children would inhabit and sacrificed an eighth of his brain in order to infuse them with a portion of his personality and make them the holder of the purest forms of magic, making them the first Transcendentalists. Along with this, he is the one who sowed the seeds in the land of Hoturn to create life cap a able of thinking and deciding things for themselves, making them the caretakers of his garden.

  • Gynth, The First Child: Also called The Temporal, she is the holder of all Time Magic and is known to be unable to be predicted or have their fate known. Kind and caring, she is praised to for when one is wishing for luck in future events or when one is asking for forgiveness for their past transgressions.

  • Rilim, The Second Child: Also called The Thoughtful, he is the holder of all Soul & Mind Magic. Knowing what is in the hearts of every man, woman and child who ever touches his father's world-garden, he believed that he could change Darren H. Roosevelt by giving him the power to command the world with his voice, but this turned out to backfire upon him, leading to the creation of a tyrant who ravaged his father's garden and ruined everything before a witch of Gynth's faction turned back the clock and gave the world a second chance, even though this was out of hatred for the Offworlders and not for love of Hoturn. He is prayed to when looking for the purest path one can take in life whilst remaining true to who they are.

  • Daeda, The Third Child: Also called The Artificer, she holds all Artifact Magic within her grasp, she is said to have secluded herself from her brothers and sisters for twenty five years in order to give Hoturn the means to infuse technology with magic. One prays to her when they wish to create or improve upon the relationship that technology and magic have together, or when asking what requirements an Artifact has in order to claim its power for themselves.

  • Feha, The Fourth Child: Also called The Impermanent, she is one of The Triplets and holds all of Causality Magic within her grasp. It is said she experiences every moment of all existence in every universe from every choice at the same time, and this amount of information has led her to impartial madness, granting her magic at a whim and not truly understanding or caring which timeline she is in, only speaking to her two other triplets in a detached voice. Prayers offered up to her ask for luck or to hope for the best outcome possible.

  • Weha, The Fifth Child: Also called The Grounded, she is one of The Triplets and holds all of Reality Magic in her grasp. Aware of what belongs and what doesn't, she is the most involved in the affairs of Hoturn, and guides her chosen holders to correct wrongs in the world. A prayer offered up to her usually asks for the ability to see through the deceit of others or to remain true to Hoturn and their place in its system.

  • Zeha, The Sixth Child: Also called The Altered, she is one of The Triplets and the holder of all Spatial Magic, and finds herself translating the words and ideas that Makari and Feha wish to convey to the rest of the pantheon, and is the mouthpiece of the gods. A prayer offered up to her is to wish for understanding and kindness amongst all.

  • Otrisa, The Seventh Child: Also called The Legendary, he holds all Boons within his domain, offering them to those he believes has what it takes to become a legends and eventually ascend into minor godhood, though none have yet to truly reach this level. A prayer offered up to him is to wish for fame and fortune, along with prosperity.

  • Mathia, The Eight Child: Also called The Tempest, they hold the purest form Elemental Magic, and the only Transcendental form of this magic, due to him sharing his magic with a majority of Hoturn, the least greedy with his gift, he understands the dangers of living in the garden, and he refuses to be like his brothers and sisters. A prayer offered up to Mathia is to ask for protection for oneself or those close to them.

Celebrated Holidays

  • The Great Mourning: Every year, prayers are offered up to Rilim, The Second Child in order to appreciate the lives of those who died in the previous years, and mourn for those that they left behind. This is when offerings are placed at Rilim's shrines, which include the deceased photograph and their most prized possession.⠀              ⠀               ⠀             Holiday: 1/1

  • The Passing of Ages: In praise of Gynth, The First Child, all birthdays are celebrated at the same time, and a massive, week long party is held in order to properly give praise to both Gynth and to those who have made it to yet another birthday, children are the focus of this holiday, gifts and feasts given to them abound, keeping in mind that they will eventually be the ones keeping the Coven Cities going.⠀              ⠀         ⠀              ⠀               Holiday: 2/10 - 2/17

  • The Sowing of The Seeds: The beginning of the farming season is marked by this holiday, seeds are sown in the land as prayers are offered up to Makari for a bountiful harvest. Along with this, each Coven City holds a fair for the children who aren't yet able to help on the farms and for the higher classes to attend and enjoy.⠀              ⠀               ⠀              ⠀               Holiday: 3/28

  • The Molding Of The Children: In celebration of The Mindless Creator creating his eight children, a feast is held in their honor, with every adult contributing towards the costs of food and entertainment. The first to eat of this feast is The Supreme Mother / Father, who is to represent Makari, followed by them plating a meal for each of the members of The Circle of Eight, signifying them giving life to their eight children and allowing them to take up the mantle of godhood in their stead. Once they eat, The Circle of Eight are to be the servers for the first plate of all Transcendentals at the feast, this continues down and down, the higher tier feeding the lower statused, showing that in the end, the elite are to serve the populous, and not the populous to serve the elite. ⠀              ⠀               Holiday: 5/15

  • The Thoughtful's Poor Choice: In remembrance of Rilim giving Darren H. Roosevelt Transcendental Magic and reminding each of them to pray for guidance before making life altering choices, all of those who follow Coventry fast for three days, eating only at night much like the enslaved Hoturnians of the past were allowed to. ⠀⠀               ⠀              ⠀               Holiday: 6/6 - 6/9

  • The Selflessness of The Tempest: In remembrance of Mathia bestowing her magic to the majority of those with magic, she is offered up a cup of the finest mead or wine by each family in the center of their dining room table. If she drinks of this, one can expect to be protected from physical, emotional or financial harm for the next month.⠀              ⠀               Holiday: 8/21

  • The Blind, Deaf and Mute: A game like celebration of The Triplets, each person draws either Weha, Feha or Zeha from a magical pot in their living room and, depending on the chosen deity, must pretend they are Blind, Deaf or Mute for an entire day. Weha for Muteness, Feha for Deafness and Zeha for Blindness, representing how without each other, they cannot be truly at their peak.⠀              ⠀               Holiday: 9/3

  • The Tale of All Heroes: In keeping with the ideals of Otrisa about creating heroes, all children dress up as heroes from stories and go to houses all over, saying 'Otrisa is power' before receiving a trinket that is to help them on their 'quest', it was replaced for a time by the Earth holiday of Halloween.⠀              ⠀               ⠀              ⠀               Holiday: 11/19

  • The Time Of Reflection: In order to give thanks to Daeda for bridging the gap between science and magic, families are reminded to not speak to those outside of their unit or work for twenty five days, one day equaling one year of Daeda's isolation from their family to help unlock the secrets behind science and linking it to magic before giving this gift to all of Hoturn.⠀              ⠀               ⠀              ⠀               Holiday: 12/1 - 12-25

The Lost and Found

Mercenaries are known as the Lost and Found of those in religion, allowing its citizenry to worship whatever religion they please, whether it is The Church of The Martyred God, Hoturn and His Eight Children, or a religion from Earth. As such, these churches are all expected to fund the building of their places of worship and to pay tithes towards the city for the land they rent and the profits they make.

Gunhyldr's Political Scene

Ruled in a democracy, there are three branches of government, not unlike that which governs most Earth countries. All officials are elected by popular vote at specified intervals. All members of political houses are not allowed to hold any interests or profit in business, and religious beliefs are completely separated, as is the doctrine of The Church of The Broken God that says it shall not be of influence when creating laws or being a governing body.They are as follows.

  • The Commander: Head of Military along with the Executive Branch, they are the head of the Gunhyldr faction, and are elected once every 10 years, and can run for this position as long as they are older than 18 and younger than 50

  • The Dradila: The equivalent of a Senate, this comprises of two houses and in each house, there are thirteen ( 13 ) members, ten ( 10 )Halum and three ( 3 ) Deilum. The Halum in The First House vote on the drafts of laws, deciding if they are worth passing on or need to be rewritten, and The Second House determine if it should be made into law or sent back to The First House. The Deilum are to break any ties in their respective houses and also control the flow of all discussion held within. Halum are elected every five years and Deilum are elected every seven years, these positions can be lifelong if elected consecutively, starting at the age of 18.

  • The Court Of The Bereaved: This is the equivalent of the judicial branch of government. Upon the Court are seven ( 7 ) Mourners. These Mourners constantly read over laws and, when they find something that is antiquated or needs to be reviewed, bring it forth to their fellow Mourners and cast a blind vote, which is tallied by an outside third party. If a majority is agreed, that policy is killed and the Mourners are finished with their duties for a week, left to mourn the past where that law was a necessity. A Mourner must be at least 25 years of age and have a law degree in order to qualify, and the position is left only in death.

Coventry's Political Scene

Coventry is ruled by a mix Divine Right to Rule, and The Strong Are Right, saying that whilst The Supreme Mother / Father is chosen by Makari and His Eight Children to rule, The Circle of Eight do not hold this right, and must be able to defend their right to rule through combat, and must be the strongest eight Transcendentals around.The Circle of Eight create and pass most laws and are the heads of government that Transcendentals report about their cities to.The Supreme Mother / Father exists to break any ties in voting within The Circle of Eight, can pass laws that supersede their authority, declare war against popular vote, provide pardons, and has unlimited power in a governmental sense.

  • The Supreme Mother / Father: Given the Divine Right to Rule by Makari and His Eight Children, The Supreme Mother / Father is chosen at birth by a mark of eight stars surrounding an crossmark somewhere on their body. Upon this being discovered, the child is taken from their parents and raised by The Supreme Mother / Father who is currently ruling and taught everything they need to know about ruling and learning what kind of ruler they wish to be.

  • Primus: The Strongest of The Circle of Eight, this Transcendental is the least likely to be beaten in combat and removed from their seat as a member.

  • Secundus: The Second Strongest of The Circle of Eight, this Transcendental is highly unlikely to be beaten in chat and removed from their seat as a member.

  • Tertius: The Third Strongest of The Circle of Eight, this Transcendental is highly unlikely to be beaten in chat and removed from their seat as a member.

  • Quartus: The Fourth Strongest of The Circle of Eight, this Transcendental is somewhat unlikely to be beaten in chat and removed from their seat as a member.

  • Quintus: The Fourth Weakest of The Circle of Eight, this Transcendental is somewhat likely to be beaten in chat and removed from their seat as a member.

  • Sextus: The Third Weakest of The Circle of Eight, this Transcendental is highly likely to be beaten in chat and removed from their seat as a member.

  • Septimus: The Second Weakest of The Circle of Eight, this Transcendental is highly likely to be beaten in chat and removed from their seat as a member.

  • Octavus: The Weakest of The Circle of Eight, this Transcendental is the most likely to be beaten in chat and removed from their seat as a member.

Mercenary's Political Scene

The Mercenaries are ruled by a plutocracy of three, the three richest sponsors being the leaders of the country.

  • Mar (NPC): One of the three Mercenary sponsors, they have influence in just about every major city, but they live in Yutara City at the moment.

  • Shokoth (NPC): One of the three Mercenary Sponsors and an immortal Transcendental, he had been born approximately three hundred years and was given the Boon of Omnipresence as their Transcendental gift, they are impossible to find and are able to be anywhere they please. They've used this power to amass an indescribable amount of power and wealth in order to be the most well respected sponsor. The closest the faction has to a leader. They are especially respected in Hutaido, Loyue, Mikase City and Minae.

  • Vintra (NPC): A voice of the people and one of the three Mercenary sponsors, they know what it's like to start at the bottom with nothing, so they decided to look out for those that slip through the cracks.