Category:The Pit

Overview
The world is composed of many populated places that are very distant by conventional travel, but easily traversed by the guides who can summon the mists. The areas between these populated places are designated wastes, as there is often very little in the way of useful life, and very much in the way of wilderness. There is day and night, but no seasons or stars, a sun and a moon, but with no phases or seasonal variations. Areas vary in climate from arctic to tropical, and socially from primative and tribal, to sprawling, almost modern, cities fueled by a mix of technology and magic. The general technological level is much like our world before industrial steam, though magic makes up for much of the difference in the most advanced areas. Guilds are the primary social structure. There's a guild for everything, and religions exist as guilds. Most people are a member of several, and by that are often allied with many.

The world is the destination of a rift that has punctured many dimensions. It has existed for ages, hence many races and cultures have fallen through and adapted, though very few of the modern population know anyone who came through the rift. A few of those who have fallen through, often referred to simply as 'fallen', and more who are native, have the ability to summon the mists. They are designated guides, and once having found a place where the mists can be summoned, can do so when present and travel, with company, to any place they know that the mists can be summoned, with ease. The best guides are renowned for the places they can go, and the people they know there, the worst strive to not let the stories of thier misadventure or deceit get back to the guild.

In society, there are public and private places. Public places are governed by individuals declared guild memberships, and the Council of Guilds agreed principals. Each individual is responsible for their public behavior to the guilds of which they are members, and the guilds are then sometimes ultimately responsible for the actions of their members. Private places bear seals that denote the guilds whose rules govern all peoples behavior within their bounds. For instance, a thief may steal in public, though if caught they may be brought before the council and a price may be paid. Stealing certain items, or from those bearing the sign of certain guilds could be a serious mistake, as the results may land on the guild. However bringing anything of value into a place governed by the thieves, unless under some variety of protection, is almost certain to invite it's loss. Entering a private place is to accept it's terms, so most are sure to only enter those places whose signs they know and trust, though regional tolerances may vary wildly.