The Ways are faiths, but not gods. They are codes, but not laws. They are tendancy, but not alignment. They dominate political activity in the Mirrored City.
The Ways are philosophies, magics, guilds, and political parties. As organizations, each Way appoints one representative to serve a twelve year term on the council of the Mirrored City. The terms are staggerd so that one representative from a Way or from the burocracy or the Hall of guilds is replaced every two years. It is up to each organization to chose their own method of selecting a representative, but the same representative can not serve two consecuative terms.
Each Way is responsable for some aspect of running the city. The Way of Air maintains Misthold, and insures harmony with the surrounding surface world. The Way of Earth maintains New Drakkaris, patrols the near areas of the Deeps, and is responsable for structural integraty both of and under the mountains. The Way of Water is responsable for public health and maintaining food stockpiles and insuring enough food and water for all even in the event of a siege. The Way of Fire provides the military and domestic security against any who would break the peace.
The Ways do not always cooperate. In the absence of an external threat, tension between the ways, and especially between the Air and the Earth, can become quite fierce. Violence is not unheard of, but it has been hundreds of years since the last time the Fire and Water had to crack down on the Air and the Earth to restore peace. Should Water ally with Air and Fire with Earth in such a conflict, the City of Peace would be shattered.
The Way of Fire is the Way of War. The sun in the sky and the fires beneath Dragontooth are of the Fire. Fire burns away the bad and purifies what it does not burn. Fire holds evil at bey, and provides warmth. Fire is the primal force of macic.
The army and the peacekeepers are of the Fire, as are the fire priests. Many wizards, sorcerers, and fire priests aspire to become Pyromancers, the elite of the Way of Fire.
The Way of Fire is respected as the defender and feared as the destroyer. For every helpful and wise peacekeeper there is a swaggering bully. For every kindly sun priest there is a power-mad pyromancer.
Clerics devoted to the way of Fire chose their spheres from Fire, War, Sun, Magic, and Destruction.
The symbol of Fire is a red flame on black.
The Way of Water is the Way of Life. Healing and agriculture are the province of Water. Water clenses and nourishes. Water is the essence of Good.
Healers of all kinds follow the Way of Water, as do many farmers and hunters. Some factors and merchants that deal in food and other perishables subscribe to the Way. A great many people follow the philosophy of Water, of healing and not hurting. Of nourishing and caring.
The Water is sometimes derided as being weak, but to many it is the hope, the healing, and the glue that holds the Mirrored City together.
Clerics of the Water choose among the spheres Water, Healing, Good, and Plant.
The symbol of Water is a blue drop on green.
The Way of Air is the Way of the Surface. It is the Way of nature and the woodlands. It is also the way of light and illusion. Trickery and deceit are also the Way of Air.
The Air holds that the Deep races are by nature evil, and thus are not welcome to the Way of Air. Only the sylvan races in tune with nature can be admitted into the inner circles. The Way of Air and the Way of Earth will cooperate in times of need, but at other times are wary and sometimes hostile towards eachother.
Druids and rangers are often of the Air. So are sneak thieves and tricksters, and those surface dwellers who fear and despise the deep races. There are rumors of a secret society of lightbenders, thieves that can pass undetectable even in broad daylight.
The Air represents the surface and the interest of surface dwellers and the sylvan races in particular. While considerd stodgy and ridged in outlook and deceptive and tricky in practice, there is no denying that the environs of misthold under the careful ministrations of the Air is a sylvan paradise that supports and nurtures the Mirrored City and all it's inhabitants.
Clerics of Air chose among the spheres of Air, Trickery, Travel, Plant, Animal, and Sun.
The symbol of Air is fir tree on white.
The Way of Earth is the Way of Structure and Strength. Building and smithing, both above and under ground is the province of Earth. The Earth is at home in the Deeps, and values strength above other virtues.
Many artisans and shapers find affinity to Earth, but so do those who feel the strong should dominate the weak. Those among the Deep races who fear and mistrust the surface world and it's inhabitants find like minded folk in the Way of the Earth.
The Way of Earth holds many stone and metal workers, as well as miners and engineers. Many thugs, muggers, and briggands hold to the earth. Warriors who specialize in the Deeps often aspire to become Darkwalkers, who wield both weapons and earth magic against their foes.
The Way of Earth keeps the dangers of the Deeps out of New Drakkaris and builds wonders, but their hard ways and often cruel disposition are the source of fear and sometimes hatred from others.
Clerics of the Earth choose among the spheres Earth, Darkness, Evil and Strength.
The symbol of Earth is a grey hammer on a red.
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The People of the Mirrored City
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