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Heroica, A Visitor’s Guide

The Known World

When folk speak of the world, they mean the lands that cradle the central seas: Maris Cora, the Albireth Straits, Myrrhwater and the Opal Sea. Beyond them, maps grow vague and sailors grow quiet. Some whisper of Lumekhet, known to us only through the wandering Tazulmar and their desert tales, but such places might as well be dreams. Exotic spices and strange silks arrive from somewhere, but ask no merchant to name the coast, for they will not.

The Great Powers

The Great Empire is the oldest lion still alive, but its mane is thinning. It has ruled longer than any of us remember, yet it stumbles now, bleeding from within. Its colonies keep it fed and rich, though one might wonder how long that leash will hold.

The Empire’s legions are unmatched on land, but their fleets, while fearsome, do not rule the seas.

Others contest the board:

The Lesser Powers

Many more nations cling to the coasts of the central seas, each proud in their own way.

Distant Lands

Farther still are names spoken in taverns after too much wine. Ozukari, Ashkar, Lumekhet, Ss’ar’et, Murkwater, Ngazama, Sylvarinith. Most folk know them only as whispers and myths.

And then there are the truly fanciful names: Borealia, Itzalcoa, Yelthari, Eclipse, Nazhira, Solanthar, Coralwyn, Khazryn, Tideforest. Perhaps they are real. Perhaps they are prayers. Perhaps they are just drunk fairytales.

Wonders and Terrors

The world has no shortage of marvels and horrors, and often they are the same.

Religion

Religion in Heroica is a vast and tangled web, as old as the first myths spoken around the fire. Countless gods are worshipped across the lands, some tied to great and mighty temples while others linger only in the prayers of a single village. While each people holds their own pantheon closest to the heart, most acknowledge the existence of foreign gods. Pilgrims and traders carry stories of them, and sailors swear oaths to strange sea-spirits when storms rise. A farmer in Estoria may never offer sacrifice to the dragon gods of the Draknir, but he will not deny their power, and he may even whisper a prayer if fate places him under their shadow. Yet in every land, it is common to believe that one’s own gods are older, stronger, or truer than the deities of neighbors.

In Heroica the divine cannot be dismissed as mere superstition. The gods walk among mortals, sometimes openly, sometimes cloaked in disguise. They grant visions to their priests, answer prayers in battle, and demand tribute with terrifying wrath if slighted. Their presence is written in the turning of seasons, the sudden rise of storms, and the miracles and horrors that defy natural order. To deny the gods outright is to defy what all eyes can see, and few dare such blasphemy.

There are, however, exceptions. Among them none are more feared and hated than the followers of Omros. This faith claims absolute truth, declaring all other gods to be false idols and their worshippers deceived. They see tolerance as weakness and reverence for foreign deities as outright heresy. To a devotee of Omros, the world is not a tapestry of many divine powers but a battlefield of truth against falsehood. Their mission is not coexistence but conquest. Shrines are torn down, temples burned, and whole peoples branded as heretics to be converted or destroyed.

Thus, while most of Heroica lives in a shifting balance of rival but acknowledged faiths, the firebrand zeal of Para Omros burns as a dangerous exception. Where they to spread, war would follow, for their god leaves no room for any other voice in the heavens.

Trade

Trade thrives across Maris Cora, the Albireth Straits, and the Myrrhwaters. Countless ships move along the coasts, their sails dotting the horizon like white birds. They carry every imaginable good, metal, spices, silks, gems, grain, slaves, art, lamp oil, anything that can be bought or sold finds its way to sea. If someone desires it, and someone else possesses it, there will be a vessel hauling it across the waves.

This commerce ties together the great powers of the age: the Great Empire, Zanakwe, Mataraaj, Zarhalem, the Olydrian Isles, and Draknir. At the heart of it all lies Estoria, the great maritime hub where fortunes are made and lost daily amid shouting merchants, creaking docks, and the salt stink of the sea.

But where there is trade, there is also prey. Pirates haunt the shipping routes, swift and merciless, striking from hidden coves and storm-shrouded reefs. They fall upon unguarded ships or isolated convoys, leaving behind smoldering wrecks and vanished crews. Entire towns in the borderlands survive on plundered wealth, their taverns filled with gold teeth and bloodstained silver.

Sailing beyond the known lanes is another matter. A few daring captains still make the run to Ozukari and Morvelyn, their holds filled with exotic cargo and their eyes always on the horizon. Beyond that, the charts grow uncertain and the sea grows strange. No sane mariner ventures farther, but then, not all captains are sane.

For the traveler, passage around Maris Cora and its neighboring waters is easy to find. Ships depart daily, their decks crowded with traders, pilgrims, and wanderers. But venture beyond the familiar ports, and ships become scarce, the lands stranger, and the sea uncharted.

Affinity

Affinity is the slow binding of spirit to matter. It is not magic, though many mistake it for such. It is the quiet echo of presence, the mark that time and will leave upon the world. Every hand that holds, every foot that treads, every voice that speaks in a place leaves something behind. The world listens, and in listening, it changes.

A sword remembers. A cloak that has known years of fear will seem heavy on a brave man’s shoulders, while a banner that led armies will tremble in the grip of a coward. A weapon forged in hatred will bite more eagerly when wielded for vengeance than for mercy. This is affinity, the shaping of the world by the weight of what has been done with it. When an object changes hands, it resists, for the old spirit lingers. Only time, and the steady pulse of new intent, can make it yield.

So too with the land. A people dwelling long enough in a place leave more than buildings and graves. Their songs seep into the rivers, their struggles into the soil. A harsh folk breeds harsh earth. A faithful people may find their prayers answered more easily on their own ground, for even the stones know their voices. When they vanish, the land forgets slowly, just as a sword forgets its owner.

Affinity is memory without thought, will without reason. It cannot be commanded, only lived into. Those who understand it move carefully, for to dwell anywhere, to wield anything, is to shape it forever, and to be shaped in return.

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