Worlds of Beer

a.k.a. Beer

Overview:

Two words: Magic and Beer.


Millennia ago, the wizards of Beer created a lovely beverage, frothy, cool and refreshing. The drink became a favorite among not only citizens of the empire, but also among sentients throughout the universe. Outsiders stumbled over the native word for the drink (yebbijuggajuice) so they began referring to it by the name of the empire from which it derived: Beer.

Located in the B sector, the Worlds of Beer is made up of a diverse> range of cultures, religions and races, such as Humans, Walri, Dwarves, Elves, Kender, Ayobosh and, most revered among the races, the Rocks a wise and peaceful species of sentient stones. Slow to reproduce, the Rocks are a numerical minority, but constitute a majority because of their social import. A unique amphibious race, the war-like Walri resemble muscle-bound walruses with tentacled faces and large duck feet. The Ayobosh are a large minority group of multi-armed and hyperactive goat-headed people.

Concerned with exporting valuable Beer, Worlds of Beer seeks favorable trade agreements not war with other empires. But in case anyone comes looking for a fight, Beer boasts a strong military, including a number of space vessels pulled by dragons, armed with enchanted ballistae and manned by Walri, Trolls, Giants, Humans, and (gasp!) Kender.

Navigation:

CoLC Index

Index:

Q-dex / Technology / Magic
Size / Population / Climate & Geography / Flora & Fauna
History / Government / Foreign Policy / Domestic Policy
Society / Languages / Religions / Castes / Economy
Military / Sports & Leasure / Major Population Centers / Chronic Problems
Submitters

Q-dex:

T323.2127/329.986O M790.6335/925.76

Technologically speaking, Worlds of Beer has a :

(3) low handling
(2) very low advancement
(3) small quantity
.
(2) energy storms are of weak magnitude
(1) happen next to never
(2) are short-lived
(7) quite large
/
(329) Beer's zone is a charged matter linear zone
.
(9) very open to Outsiders
(8) political structure is very stable
(6) relationship with Omnet is fairly good
(0) nothing unusual to report

In terms of Magic :

(7) high handling
(9) very high advancement
(0) enormously high quantity
.
(6) mana storms are fierce
(3) do not happen very often
(3) do not last very long
(5) medium size
/
(925) zone is a life bipolar zone
note: thus the propensity of different creatures, all capable of magic usage
.
(7) high amount of deviation from the human "norm"
(6) high number of varying sentient species
note : The Life-forms Guide, which most Beerians find offensive, is one of the many points of disparity between the Omnet and Worlds of Beer.

Technology:

The technology level is quite low. Magic is so ubiquitous that most citizens have never bothered figuring out much past the art of sailing. The military, however, knows about quantum weather and has updated itself. Beer's Elite Excursive Fleet (BEEF) is fully equipped with wormhole diggers and other technological equipment for when they must leave the safety of Worlds of Beer's magical quantum zone.

Magic:

Magic is tremendously pervasive. Nearly all creatures exhibit some degree of innate magical ability. Horses are known to speak, children study abjuration in school, and golems sweep city streets.

Size:

Worlds of Beer encompasses eight star systems. Four feature indigenous
sentients, two feature non-sentient native life, and the remaining two
are devoid of indigenous life.

Star System - Beer

Planets

Comment

Moons

Comment

Abbee Planet of acid rain and lava oceans. 2 Moons Acid-covered.
Quarry Home of Rocks; rocky world, with less gravity than normal. Fahrt Gaseous moon.
Land of Beer and Sunshine Warm resort world, popular with Outsiders. Guard Lush forest moon with a large military base.
Slushee Frozen planet, ringed.


Star System - Dozekkeys

Planets

Comment

Moons

Comment

Drapht molten planet
Iluvgennis Capital of empire; temperate planet with all sorts of climes. High'nukin Cold rock moon, used as space Fleet's main base.
Kil'yunsred Barren wasteland moon, site of magical experimentation.
Jedd's Planet Resort world, very small [visitors hike around it in a week's time].
Kattamownt Gas giant, ringed. Ale Molten moon
Yutillitti Belt Mineral-rich asteroid belt orbiting Beer in a ring.


Star System - King Walrus

Planets

Comment

Moons

Comment

Smuttinohz Penal colony, very hot, rich in metals. Nightwatch Small cold moon, used as police and military base.
Bass No atmosphere, ringed.
Walrihome Home of Walri, very warm, almost totally covered in water.
Fossterz Completely frozen 4 Moons Frozen moons.
Emjeedee Completely frozen, ringed.


Star System - Maydraya

Planets

Comment

Moons

Comment

Moozhed Molten planet
Rehdogg Acid rain, lava oceans. Stowt Warm moon, site of animal and monster training programs.
Maydragosh Home of Elves, lush, temperate world. Harp Mining colony, rich in metals.
Catapult's Friend Military base.
Peetswikkedayl Tropical jungle world, rich in spell components. Bluu Moon Almost totally covered in water, resort moon for Walri.
12 Additional Moons Surrounded by twelve uninhabitable other moons.
Koron'uh Colder world, center of manufacturing, ringed. 4 Moons Four frozen moons.
Nightlight A constantly-visible comet which keeps a tight orbit around Maydraya.


Star System - Koorz

Planets

Comment

Moons

Comment

Piint Temperate world, agrarian and commerce colony, small military
base.
Sudz Temperate world with mining and agrarian colonies. Milher Dead moon, ringed.
Eye'st Frozen planet, ringed.


Star System - Buhdwhyzer

Planets

Comment

Moons

Comment

Cand Molten planet.
Bott'ul'd Stormy red world, mining colony. Kapp Low gravity temperate world, manufacturing and mining colonies.
Hehd Thin atmosphere, military base.
Bahr Temperate world, site of magical research, ringed.
Kringle Frozen planet.


Star System - Lloyd's Star

Planets

Comment

Moons

Comment

Lloyd's Belt Metal-rich asteroids, heavily mined; a military base in the belt defend it.
3 Planets The system features three cold planets devoid of atmospheres.


Star System - Deadstar

Planets

Comment

Moons

Comment

1 Planet Molten planet
2 Planets two frozen planets
4 Planets four planets without
atmospheres

Population:

Nearly 147 billion sentients

Last Census: 146,648,925,899 sentients

 

More Populous Races

Race

Population

Percentage

Humans 34,019,545,398
23.20%
Walri
33,976,550,312
23.17%
Dwarves
15,747,333,110
10.74%
Elves
9,875,420,025
6.73%


Imperial Population

Race

Population

Percentage

Rocks
1,234,567
<0.01%


Large Minority Groups

Race

Population

Percentage

Ayobosh
6,211,740,715
4.24%
Gnomes
6,943,560,987
4.73%
Goblins
5,610,198,035
3.83%
Hobbits
7,500,985,450
5.11%
Kender
3,895,542,113
2.66%
Ogres
4,100,947,725
2.80%
Orks
6,987,142,312
4.76%
Trolls
4,251,010,911
2.90%


Small Minority Groups (Indigenous Peoples)

Race

Population

Percentage

Alshlishi (snake-like)
874,210,095
0.60%
El Karak Elam
11,411,210
0.01%
Fey
42,912
<0.01%
Free Spirits
485,310
<0.01%
Ghouls
32,120,013
0.02%
Giants
475,923
<0.01%
Gnolls
549,106,245
0.37%
Great Dragons
12
<0.01%
Koborokuru
11,479,556
0.01%
Minotaur
546,690,052
0.37%
Reptilii (lizard-like)
1,041,968
0.01%
Sentient Boogers
2,411
<0.01%
Toadlies
14,900,616
0.01%
Vampires
666
<0.01%
Weren (shapeshifters)
4,479
<0.01%


Mixtura (Racial Hybrids)

Race

Population

Percentage

Dwarf/Gnome
629,537,019
0.43%
Dwarf/Human
244,515,300
0.17%
Dwarf/Koborokuru
729,620
<0.01%
Elf/Humans
1,874,019,815
2.80%
Elf/El Karak Elam
6,976,000
<0.01%
Elf/Fey
1,027
<0.01%
Fey/Humans
417
<0.01%
Giant/Ogres
9,102,422
<0.01%
Goblin/Orks
1,455,612,020
0.99%
Hobbit/Kender
522,346,550
0.37%
Hobbit/Gnomes
420,219,237
0.29%
Human/Orks
4,190
<0.01%
Minotaur/Ogres
250,340
<0.01%
Ogre/Trolls
20,410,214
0.01%
Ork/Walri
1,429,042
<0.01%
Other Mixtura
278,846,938
0.19%


Small Minority Groups (Citizens of Outsider descent or origin, all less than 0.01%)

Race

Population

Percentage

Normal Humans
1,479,029
<0.01%
Golcondan Humans
129,450
<0.01%
Khurn Humans
6,491
<0.01%
Quo'kar Humans
95,425
<0.01%
Arigulons
1,490
<0.01%
Caitshee
8,927
<0.01%
Chilkit
4,920
<0.01%
Cynexians
1,356
<0.01%
Ermirs
2,050
<0.01%
Frac
944
<0.01%
Gamzians
875
<0.01%
K'ac'ott
5,110
<0.01%
Kalar
910
<0.01%
Kha-Lu
94
<0.01%
Klarr
747
<0.01%
Philana
691
<0.01%
Tey_Lek_Lar
4,111
<0.01%

Climate and Geography:

Star System - Beer

Planets

Climate and Geography

Quarry Very mountainous and rocky, temperate climes, 40% covered by water.
Land of Beer and Sunshine Very flat, warm, gentle weather, 80% water.
Slushee Variety of geography, harsh storms, heavily forested, 60% water

 

Star System - Dozekkeys

Planets

Climate and Geography

Moon

Climate and Geography

Iluvgennis Wide variety of geography and weather; 60% water. High'nukin Rocky, mountainous, cold temperatures, little precipitation, 25% water.
Kil'yunsred Rocky, barren desert, very arid, no water.
Jedd's Planet Very flat, very sunny, 45% water.
Yutillitti Belt Most of the asteroids lack an atmosphere and are very rocky; a handful have water, small atmospheres and temperate climes.


Star System - King Walrus

Planets

Climate and Geography

Moon

Climate and Geography

Smuttinohz Low terrain, very hot, high precipitation, 75% water. Nightwatch Mountainous, tundra climes, low temperatures and precipitation, 15% water.
Walrihome Warm, 95% water.


Star System - Maydraya

Planets

Climate and Geography

Moons

Climate and Geography

Moozhed Warm, forested, high precipitation, 75% water.
Rehdogg Acid rain, lava oceans. Stowt Warm, variety of climes, plentiful animals, 65% water.
Maydragosh Variety of geography, temperate climate, 70% water. Harp Rocky, mountainous, very arid, 20% covered by water.
Catapult's Friend Small temperate world prone to storms, 60% water.
Peetswikkedayl Mountainous, covered in tropical jungles, high humidity,
55% water.
Bluu Moon Warm, 95% water.
Koron'uh Very flat, cold, little weather, 30% water. 4 Moons Four frozen moons.


Star System - Koorz

Planets

Climate and Geography

Moons

Climate and Geography

Piint Hilly, gentle precipitation, mostly grasslands, 75% water.
Sudz Mountainous, temperate climes, 60% water. Milher Dead moon, ringed.
Eye'st Frozen planet, ringed.


Star System - Buhdwhyzer

Planets

Climate and Geography

Moons

Climate and Geography

Cand Molten planet.
Bott'ul'd Rocky, many volcanoes, harsh sand storms, no water. Kapp Rocky, low gravity, harsh wind storms, 20% water.
Hehd Relatively flat, thin atmosphere, little weather, 10% water.
Bahr Maze of canyons, variety of climes [generally temperate], harsh
weather, 50% water.
Kringle Frozen planet.


Star System - Lloyd's Star

Planets

Climate and Geography

Moons

Climate and Geography

Lloyd's Belt Very cold, no atmosphere or water.

Flora and Fauna:

Worlds of Beer's wide variety of animals, plants and sentients is mind-boggling. Because of the high magical characteristic, Worlds of Beer has a vast array of xenoforms. Some of the more exotic lifeforms include man-eating daffodils, giant aardvarks, Moozhedian bumblegriggers, and of course, the Rocks (sentient stones).

History:

Date

Event

8,487 BC The Rocks unite and form the Perfect Brotherhood, a religion of peace and meditation.
300-176 BC The Walri wage war against their neighbors. After more than a century of war, the two other sentient races on Walrihome are extinct.
69 AD Emperor Justin unites the Elf nations of Maydragosh ..
603 King Clark unites the Human tribes of Iluvgennis.
809 Aided by Kender and Ayobosh, the Humans of Iluvgennis conquer the Troll and Ork nations.
866 The wild dragons of Maydragosh nearly wipe out the El Karak Elam. The Elf and Dwarf nations unite to fight the dragons, leading to the suppression (and eventual domestication) of the fierce creatures.
1,045 Arch Mage Bobb of Citadel coerces the other tribes to sign the Compact of Peace, leading Iluvgennis into a period of virtual world peace.
1,068 Alien invaders, the serpentine Alshlishi, attack Iluvgennis. Archmage Bobb leads the nations of Iluvgennis to soundly defeat the aliens. Beerian mages begin researching interstellar travel.
1,069 Archmage Bobb completes his teleportation spell and transports himself to Iluvgennis' moon, High'nukin. Iluvgennians see this as their worlds first step toward empire.
1,072 The peoples of Iluvgennis begin to explore and colonize the rest of the Beer system.
1,073 The peoples of Iluvgennis travel to the King Walrus system and visit Walrihome. An extraordinary war erupts between the Walri and the Iluvgennian races.
1,079 Explorers from Iluvgennis travel to the Maydraya system and visit Maydragosh. The Humans, Kender, Ayobosh, Elves, Gnomes and Dwarves involved in first contact sign a non-aggression treaty and several trade agreements. (The Kender were not supposed to be there, but two sneaked on board the Iluvgennian ship.)
1,080 After 77 years of war, the Walri and the Iluvgennians sign a peace treaty. Over the course of the war, the Walri learn how to travel through space, and the Iluvgennians learn the more powerful destructive magics of sea runes.
1,214 A second war erupts between the Walri and the Iluvgennians. Initially, the Maydrayans remain neutral.
1,216 A ship of Iluvgennian and Maydrayan explorers reach the Beer system and visit Quarry. After about a month of exploring Quarry, one of the Iluvgennians smashes a rock and is amazed to find that it bleeds. Using telepathic magics, the explorers establish contact with the Rocks. After apologizing for maiming the first Rock, the explorers begin to learn the Rocks' philosophies.
1,217 Word of the discovery of the Rocks reaches Walrihome, causing a cultural upheaval. Walri religion features legends and prophecies regarding the wisdom of thinking Rocks. Once the Rocks are found, the war takes on a new meaning: to take the Beer system from both the Iluvgennians and the Maydrayans. The Walri launch a devastating attack (the Beer Offensive) on Maydragosh, nearly wiping out the Fey and Elves, then move on to Beer.
1,218 Early in the year, the Walri obliterate the Iluvgennian and Maydrayan forces on Quarry. Archdruid Regarn of the Walri takes it upon himself to be the first to communicate with the revered Rocks. As soon as he begins telepathically speaking with the Rocks, they denounce him for waging such a vicious war. The Rocks convinced Regarn to make peace with his interstellar neighbors. Regarn agrees and convinces the rest of the Walri government to make peace.
1,219 After a few more skirmishes, the four worlds meet to sign a peace treaty.
1,220 Realizing that there is strength in numbers and in cooperation, the Rocks encourage the other three worlds to join with them to create a federation of peoples. After ten more years of the races intermingling and the Perfect Brotherhood's philosophies catching on, the other races begin to agree.
1,230 The four worlds meet on Quarry to unite as one empire. Respective of the superior wisdom and peacefulness of the Rocks, the other races agree to name their federation after the Rock's star, Beer (which also lies most central in regard to the other three systems).
1,235 - 1,447 Worlds of Beer expands into the Koorz, Buhdwhyzer and Deadstar systems.
1,398 Worlds of Beer signs a non-aggression pact and trade agreements with The Valdori Empire, making Valdori the first outside empire to
enjoy Beer's fine Beer. Word quickly spread, and soon, Beer was appearing everywhere.
1,469 - 1,498 The Second Alshlishi War. The serpent creatures again attack Iluvgennis, this time starting with the moon base on High'nukin. Descendants of prisoners, castaways and deserters from the last war, Beerian Alshlishi prove an invaluable resource in defeating their aggressive cousins because they're ancestors had passed on some of the Alshlishi military secrets and details of their physiological vulnerabilities. Worlds of Beer again prevails, but at a cost of billions of lives. Beerians proudly look to this war as not only an indicator of Beer's might, but also its wisdom in accepting all people's and cultures: if their ancestors had oppressed or killed off the Beerian Alshlishi, they never would have won this war. Beerian explorers are given a new objective: find the Alshlishi home world. Even with the aid of Beerian Alshlishi, this system remains undiscovered.
1,765 - 1,767 The Beerian explorer Billa Lloyd stumbles upon a hive of giant mutant stellar Wasps flying through a star system (later known as Lloyd's Star). The Wasps follow a retreating exploring vessel home to Dozekkeys, and the Wasps attack the planet. The Wasp War lasts only two years, but nearly meant the end to Sentient Boogers, which Wasps find particularly tasty. Beerian explorers are still searching for the home of the Wasps.
1,834 The Djinn, a Fleet vessel, encounters the More'Ons, a race of tripedal slug people. Thanks to the charisma of a witty Rock, first
contact turns out to be a peaceful event, and the obscure aliens readily agree to importing Beer. But from the More'Ons, Beerians inadvertently import a horrid problem: skunks' which threaten the empire's Beer supplies.
1,935 Worlds of Beer encounter Omnet, and establish friendly relations.

Government:

Comprised of representatives (all powerful mages) from the empire's various worlds, the Zix'Pak is the empire's elected council, which meets periodically to discuss issues of foreign policy and trade. Each planet's internal policy is generally left to the individual planet. Every five years, a High Mage is elected by the masses to lead the empire. Currently, a Human named Clint William serves as High Mage.

Foreign Policy:

Worlds of Beer's first priority with other empires is to establish trade protocols favorable to the Worlds. Beer not only exports substantial amounts of lovely Beer, but also magical devices, magical weapons, spell components, golems, trained dragons and other xenoforms. Beer also provides magical services to other empires, not to mention a fair amount of mercenary troops (the Walri are particularly fond of this endeavor). Beer imports gems, art, any magical items its peoples lack, and a limited amount of technological goods.

Now enlightened by the Rocks, Worlds of Beer is not as aggressive or jingoistic as its native peoples once were. In regards to expanding its borders, Beer chooses to avoid other empires while it moves into unexplored territories in the sparsely populated F region of space. Still, Worlds of Beer has a strong military, and provided the chance to defend its borders or its interests abroad, the empire would happily go to war.

Domestic Policy:

Worlds of Beer leaves most domestic policy up to its individual planets, but it does have a written constitution stipulating the rights and responsibilities of all Beerians. Driven by capitalism and the ideal that all individuals have the potential to improve themselves and thereby improve their nation, the constitution assures a high degree of freedom. People are free to express themselves and government interference in private lives and in business is limited. Thus, there exists a vast variety of religions, publications, arts, companies, guilds, unions, etceteras ad nauseum. The federal government maintains a police force, the Police and Internal Security System (PISS) which protects Beerians from internal threats.

Society:

Beerian society is a melting pot of a wide variety of races, religions, ethnic groups, guilds, corporations, mystic disciplines and magical groups. Some outsiders view Worlds of Beer as a chaotic mess, others as the pinnacle of freedom, others as just a good bunch of people to buy Beer from.

Languages:

There are forty-seven recognized languages in Worlds of Beer. Most citizens know at least the rudiments of Babbul, a diverse and flexible language generated from the vocabularies and grammar structures of the Human, Dwarf, Elf, Walri and Rock languages (the Perfect Brotherhood designed the language). Language barriers are easily overcome by translation spells.

Religion:

Religions are ubiquitous in Beer. They differ in their political import, but they are all similar in that magic usage is closely tied to the doctrines and myths of each religion. (Since government magic-users run the government, it features many clerics.)

Some of the major religions:

The Perfect Brotherhood: Created by the Rocks, this religion focuses on peace, cooperation, meditation, charity, and healthy lifestyles (well, except for all the Beer). Many from all races subscribe to this enlightened religion.

Walri Druidism: Traditionally, all Walri followed the teachings of their druids and worshipped the sea. Today, about a quarter of the Walri subscribe to the Perfect Brotherhood, and another fifth follow faiths from one of the other worlds, but a majority of Walri still follow the druidic teachings.

Chuggism: While the thinkers and traders think about peace and love, someone has to protect Beer like those who follow Chugg, the Human goddess of war. Many a soldier and police officer are Chuggers.

Syrenism: Syren is the Elf goddess of beauty and art. Not only do artists and craftsmen enjoy worshipping her, but so do a wide variety of people of all races' mainly because there are no rules and no clergy.

Ayoton: Ayobosh traditionally follow a religion in which a pantheon of three hundred twelve gods are honored one for each day of the Iluvgennian year. Featuring frequent animal sacrifices and feasting, it has become very popular with other races (especially Walri and Orks).

Church of Luck: A Kender faith, this superstitious belief system involves constant gifts to "Lady Luck" and calling on the Gods whenever things look rough. The myths and legends are so chaotic and convoluted, the Omnet has assigned a special task force to properly define it. They are still unsure if the church has a clergy.

Castes:

There are no castes and no slavery, but there are distinct class and racial lines that divide people. Race relations are fairly good, but most citizens still tend to collect with those of their own race while excluding those of other races. Interracial violence is rare. The Rocks cajole the other races for their petty prejudices, and each day more and more people forget about the old race divisions.

Magicians make up the leaders of government and commerce, and non-magic-users constitute the lower class. Social mobility is open to all though, because all Beerians are born with the potential to become magicians' be they sorcerers, druids, diviners, clerics, monks, conjurers, sleep-mages, war-mages, artificers, shamans, witch doctors, whatever.

Economy:

Virtual laissez faire is the name of the game for Worlds of Beer. There is a chaotic blend of powerful monopolies, megacorporations, gargantuan unions, mysterious guilds, small business coalitions, independent wholesalers, far trade companies, and the like. The system works fairly well, and because of the balance between the various factions and a handful of governmental regulations (such as, the prohibition of slavery), everyone tends to live fairly comfortably and without exploitation. The wealth, however, is not distributed very fairly. The mages of the upper class are tremendously rich, while the lower class mundanes often go without. For the unemployed and homeless, the empire's various churches help get them back on their feet.

Precious metals and gems used in the construction of magical items and spell components form the foundation of currency. Orichalcum is the most prized substance, and the main unit of currency, the Tab, is equal to the value of four milligrams of Orichalcum.

Military:

Worlds of Beer boasts a large and powerful military composed of four parts: Guard, Fleet, Merchant Marines and Army.

The Guard's space vessels were originally designed as naval ships, then enhanced with runic space engines, enchanted catapults and breathing bubbles. Since the Guard focuses on magical locomotion and weaponry, these ships are limited to defending Worlds of Beer and remaining in the empire's zone. The Guard is usually kept busy with space pirates and spaceborne magical creatures (such as those pesky asteroid wyrms and space slugs).

The Fleet constitutes Beer's space vessels capable of crossing quantum fronts. Featuring state-of-the-art weaponry and engines (in any Q-dex), the Fleet represents Beer's apability to wage war with other empires.

The Merchant Marines is similar to the Fleet in that its ships cross quantum fronts. The Merchant Marines travel with cargo caravans to insure the safe transfer of goods and services between Beer and its neighbors.

Sports and Leisure:

Most Beerians look forward to leisure time and know how to savor it. Of course, Beer is a major part of the entire affair. Most areas of the empire hold a festival at least once each month (depending on the local religions, governments and peoples). Beerians find fun in a wide variety of other sources of entertainment, including concerts, museums, minstrels, poets, theater and sports.

Besides the usual sports like no-holds-barred kickboxing, Troll wrestling and shot put (the Rocks love to participate), a number of other athletics occupy the time of many a Beerian, such as unicorn racing, magical lacrosse and wyvern jousting.

The Beerians love to express themselves through art in a variety of ways: music, singing, poetry, drama, mural painting, sculpture, crafts, tapestries, medicine poles, runes, and the like. Canvas painting is only beginning to catch on here. Walri art is typified by loudness: loud colors, loud sounds, loud smells. Carving gorgeous castles, towers and cities from stone, Iluvgennian Dwarves are the best architects in the B sector. The chanting of the Maydrayan Elves can bring even the Vestis to tears. Citizens of Citadel, the largest city on Iluvgennis, are loved throughout Beer for their fantastic mooveys (stories told via illusory
spells).

Major Population Centers:

Located on Quarry, Fort Beer serves as the political capital of the empire. The city holds a large number of officials and representatives, but it is a fairly small city in comparison to the metropolises on Iluvgennis and Welrihome.

Citadel is the largest city on Iluvgennis. A metropolis composed of guild halls, Hobbit holes, Dwarf caverns, Ayobosh huts, Rock mosques and mage towers, Citadel is the home to nearly one hundred million Beerians and is the heart of commerce for the Worlds of Beer.

The sprawling metropolis Stalactite Temple, located on Quarry, is the heart of the Perfect Brotherhood. Citizens spend most of their time drinking Beer and philosophizing.

Chronic Problems:

Two major problems currently concern Beer's government and peoples: skunks and the "tech question."

The skunks of Worlds of Beer have constituted a serious problem for quite some time because they threaten the empire's Beer industry. Small and sneaky, skunks can ruin entire shipments of Beer. Once a skunk breaks through a keg and begins sipping a brew, its saliva contaminates ("skunks") the entire supply. Beerians use a variety of tactics to
battle skunks' pesticides, magical wards, guard golems, etc., but a full-proof system of protection has yet to be found.

The citizens of Worlds of Beer know that worlds exist beyond their empire where people rely on technology rather than magic, but they don't like thinking about it. Pragmatists argue Beer should update itself by learning more about technology and understanding it. Considering technology the nemesis of their beloved magic and religions, most people
refuse to look into science, electronics and such other oddities. Paranoiacs worry about a quantum front erasing Beer's magical nature in deference to a technological zone, thereby ruining Beerian culture. While the argument rages, the military has already updated itself to handle crossing quantum fronts, or the event of a drastic front washing across Worlds of Beer.

Submission Information:

Submitter's Name: Jym Hunnicutt
Submitter's Email: hunnicut@bc.edu

Sifter: Tom Schruefer