kalyr.com

Idiot's Guide to Kalyr

I mentioned in the previous post about running convention games using my Kalyr setting. I though I'd post the one page summary of the setting I've written to use as player handouts; I'm interested in hearing some feedback on this.

Races

Kandar
Physically, the kandar are a race of slender humanoids, a head taller than humans, with copper coloured skin; some individuals have a purplish or even a greenish tinge to them. Kandar are not native to Kalyr. Millennia ago they were transported to the planet by the beings known as The Guardians, who the Kandar still worship as gods to this day. At one time the Kandar had an advanced technological civilisation, but it collapsed into barbarism following war and plagues. Today's kandar have rebuilt on the ruins of their own past, but have never managed to get anywhere near the heights of their previous civilisation, whose ruins still litter the countryside. Their present day society is highly stratified and static, and individual Kandar can be arrogant and cruel.

Humans
If the Guardians brought the Kandar to Kalyr, it was the Kandar themselves who were responsible for bringing humans to the planet, by means of a now lost technology involving some kind of dimensional portals. The first humans were kidnapped through time and space to serve as workers and slaves. Today many humans are still enslaved, working the vast farms that feed the Kandar of the cities, but many more are free men, either living as second-class citizens in the Kandar cities, or setting up new communities outside the areas of Kandar rule.

Organisations

The Academy of Knowledge
Often known by the kandar name The Karazthan, the Academy of Knowledge preserves what remains of the technology of the Kandar. They maintain workshops in every Kandar city, which are the sole source of any mechanical or electrical devices, from firearms to vehicles to electric lighting. The means of producing or repairing anything technological is a jealously guarded secret, and the organisation has no qualms about using violence to protect its monopoly power. Two other things of note about them; firstly, they make great effort to keep completely out of the constant political intrigues and disputes in Kandar cities. Secondly, they are one of the few organisations in Kalyr where Kandar and humans work together on more or less equal terms.

The Academy of the Mind
The Academy of the Mind is a powerful guild of psionics. In the past Kalyr has gone though periods of rule by psionic elites, and periods where psis were hunted and persecuted. The relationship between psis and 'normals' today is a sort of nervous standoff. Psis do not attempt to rule themselves, but no city ruler is without psionic advisors. They also find psis extremely useful for dirty work such as locating or interrogating criminals or awkward dissidents. In return, the rulers pledge to protect the psis from 'the mob'. The Academy of the Mind itself is a microcosm of Kalyr as a whole; all the same political and cultural issues that divide Kalyr divide the Academy.

The Academy of Life
The Academy of Life is to bio-tech what the Academy of Knowledge is to 'dry' technology. It's their genengineered crops and farm animals that keep the populations of the cities fed. Unlike the Academy of Knowledge, they're alleged to be deeply involved in any number of political conspiracies, and there are all kinds of dark rumours concerting ongoing projects in secret research laboratories in remote locations. But people say bad things about the Karazthan too…

Posted by TimHall at April 25, 2004 06:45 PM | TrackBack
Comments

I always enjoy the tid-bits you put up, Tim. If I had the time, I'd join in a game!

Posted by: Scott on April 26, 2004 01:32 PM
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