Visitors Guide to Syrinx

Posted by MichaelC | In Game,New Players | Wednesday 3 March 2010 6:03 am

This has some valuable information to anyone new to the Empire of Syrinx. 

Syrinx was introduced to Avalon in the year 607. Until one hundred years ago magic combined with land and sea barriers had kept the Empire isolated for as long as anyone remembers. Then a massive volcanic eruption and magical outburst caused the waterways to deepen and created a pass through the mountains to the Kingdom of Stonegate. It took a while, but soon trade and travel has flourished between the kingdoms. 

I thought I would give you a bit of history before I told you about Syrinx. I cannot make a claim to its validity, but it seems to be the common belief. If they know what caused the magical explosion, no one will speak of it. I came here with the first wave of merchants from Stonegate. It was a wonderful opportunity to study a whole new culture. 

The Government of Syrinx is Imperial, the empire consisting of twelve individual City-States that each have their own rulers called Magistrates. The Magistrates meet monthly to discuss the Empire business. The Emperor died during the eruption, his only heir has been missing since. Steward Cerellius is acting as Emperor for the time. 

Each island City-State has a Citadel in its capital. Each Citadel is dedicated to an Element and the people, animals and fauna of the islands seem to have taken on some aspects of the Element. The Citadels of the four Celestial Elements Stone, Air, Water, and Flame each hold an arm of the Celestial Scholars Guild. That guild frowns on Scholars that cast opposing elements. 

The Citadels of Life and Death have taken it a step further and it is illegal for casters of Earth Magic to cast Chaos and Chaos Casters, known as Necromancers, may never call upon the Earth to heal. This also extends to Life and Death Spells. Death is the domain of the Necromancer and life is that of the Healer. 

The culture of Syrinx is widely one of civilization and some representative aspects of government. Magistrates meet with the people once a year to hear their issues. Magistrates and the Emperor have Archons that serve under them. All politicians can have Centurions that serve them. There are also Centurions that work directly for the Empire. They can be identified by their red cloaks. They are the common guards that police towns and buildings. 

To relate the politics of Syrinx to other kingdoms one could think of: 

  • The Emperor as equal to a King.
  • The Magistrates fall somewhere between a King and Duke (Some magistrates rule their City-States, some are simply the representatives chosen in some way, all participate in the governing of the Empire as a whole)
  • Archons are about the rank a Lord would be elsewhere.
  • Centurions are the equal of Knights and Dames in other lands.

THE MAGISTRATES 
The Magistrates each rule differently, usually influenced with the Element of the Citadel of their realm. The one Magistrate that must be noted here is the Magistrate of Death.
The Pharaoh Ahmentet is an Ancient Undead Mummy. Undead serve him and are considered citizens of Syrinx. They generally keep to their City State on West Helekia, but may be seen in the public areas at times.
This might take outlanders by surprise since Undead are considered evil in most other lands. To identify the Undead of Syrinx look to their clothing. They dress in gold and cotton with adornments like snakes and beads. (They look Egyptian.)
No Necromancer is permitted to raise undead without authorization and may never use Control Undead on legal undead. Registered Necromancers may gain permission to raise undead if they follow the path and pass some testing.

THE GOBLINS
The enemies of Syrinx are many, but none are as heinous as the Goblins. The Goblins of the area have been the natural enemies of Syrinx for as long as any can remember. The years of fighting has had an effect on them as well as the people of Syrinx. They have become fierce and ruthless. They know nothing of the virtual innocence of the goblins of other lands. They know only the art of war and torture. They are quick and dexterous and know much of fighting. Woe to the lone soldier or adventurer that finds themselves alone with even a few Goblins. Goblins of outer Syrinx can be identified by their unusual dress. The wear head coverings and brightly colored vests and pantaloons. (Think Persian.)
The Goblins inhabit the land to the north of Syrinx proper and the unexplored land to the north.

 

QUEEN KUSUMA AND THE OGRES
From within comes the next threat. Ogres. The Ogres of Syrinx are led by the half breed Queen Kusuma, who also professes to be the true Queen of Syrinx.  They believe that the civilized races long ago stole their intelligence and beauty that they once possessed. Kusuma’s advisor and Shaman Brackius Zorios has achieved some method of taking the intelligence from others and infusing it with the Ogre’s. They make their home primarily on Cygnus, but are able to travel with the aid of their blue skinned Ogre Magi to any island.
 

SEA RACES
The Empire is at war. Beings from the sea that appear to be the twins of their land counter part races. There are under water elves, Gypsies and all of the races of the surface. In all ways they appear as normal surface races with the exception of their skin being blue and some webbed appendages.

FORMIANS AND DRIDERS
Two new threats have recently reared their heads. The Formians are an ant like race of humanoids that are more a force of nature than an intentional enemy.  Hives that are known are currently around the Haven Outpost and a relocated hive on Deaths side of Helekia. Each has its own queen that appears to be independent of the other.  

The strange spider like creatures calling themselves Driders have declared that they are the mortal enemies of the Formians.  They seem quite insane in their hatred of them and have recently declared themselves the enemies of the Haven Outpost adventurers. We do not know where they came from; some rumors have placed them on the Island of Orphne but recently they have been around the Haven outpost.

CYCLOPS
There are numerous tribes of Cyclops in Syrinx. They vary in culture, but one thing is known. The Dark Skinned ones are evil creatures of ill intent. Their black heart must have seeped to their skin. The others can be as varied as any race.

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