Kinetika stands at the forefront of invention, its people masters of collaboration. Workshops, foundries, and experimental guilds fill its cities with noise and endless activity. New devices emerge there each year; their sky vessels roam the clouds, and their hunters move like a single body through ancient, gigantic forests.
Kinetikans approach problems as puzzles waiting to be solved, often disregarding tradition entirely. Their vessels and orderly conduct have changed warfare, commerce, and exploration across much of Therasya.
History & Founding
The roots of Kinetika reach back to the Fifth Spire, part of the race became separated from the Thergen and passed through the Haze. Under the influence of Thera’s Breath, these Thergens became the Gnomes. In the old records, the Great Planner leads their ancestors through peril, Drakilian mystery, herbal craft, and the first Gnot, shaping the mind of the people before Kinetika became a nation of stone, gears, and air.
The first years were exceptionally difficult. The forest’s enormous predators, mutations created by the Haze, and remnants of the Feyan Age threatened the settlers’ survival every day. Despite these hardships, the Gnomes endured and founded the first Kinetika upon the immense rock formations known as the Arms in 2127 BS. There the Gnomes found a trial of colossal trees, ancient Feyan remnants, beasts of unnatural size, and the Lunar Pyramid, a relic whose secrets proved both wondrous and disastrous. From that struggle came the Beasthunters, first led by Ermak, and the Loreseekers mastering the art of collecting knowledge.
Kinetika’s most terrible early battle was the First Hunt. Gildar of Elden and his hunters entered the Lunar Pyramid and, in pursuit of knowledge, released Drathanion, the corrupted Feyan druid once bound by Chronus. The Years of Terror followed. Beasts of Lienmar fell under Drathanion’s command, ancient Kinetika was broken, and the people survived only by retreating to higher ground under Belin, the first Crowned One. Ermak’s final shot ended Drathanion and revealed a powerful lesson for the gnomes: no discovery is harmless until its price is understood.
No discovery is harmless until its price is understood.
Government & Succession
Kinetika is not ruled in the manner of human kingdoms. Large consensus is usually pursued for decisions that are critical for the people. Gnomes have a deep understanding that they can only thrive united and their industriousness derives from this sense of public interest. Its authority rests in clans, guilds, technical orders, and the Council of Voices, where craft, knowledge, public usefulness, and inherited standing all carry weight. The Crowned One is not an absolute King but the last voice when unanimity cannot be achieved. The five Clan Elders, who represent the ancient families of Kinetika and serve as guardians of tradition, while the nine Guildmasters, who represent the productive and military forces of the kingdom and bring the voice of everyday life and practical experience to the Council.
Succession in Kinetika is therefore not based on bloodline, but usefulness. A ruler or councilor must be proven, and accepted by those whose works keep the realm alive. Engineers, Loremasters, Hunters, airship captains, and clan elders may quarrel endlessly, but no one in Kinetika forgets that a badly designed government can kill as surely as a badly designed bridge.
Society & Culture
The Gnomes of Kinetika are copper-skinned, black-haired, broad-backed descendants of Thergen blood, slimmer and shorter than their ancient kin. Their eyes bear the touch of Haze and near Haze sources they shine to those who can perceive such things, shift color with Zoodotis’ place in the sky, and turn white in sleep. Their lives are long by human measure, often four centuries or more, and their memories make them patient in craft but impatient with foolishness. A Work that improves the lives of others is considered greater even than military achievement. Kinetikan society honors construction, cleverness, cooperation, and community. Children are raised amid sound: waterwheels, gears, saws, bellows, pulleys, wingframes, and old teachers arguing over impossible diagrams. To a foreigner their cities can seem chaotic, but there is order beneath the noise. Every platform, pipe, bridge, and hoist has a purpose, even if only its maker still remembers what that purpose was. The Pool of Knowledge stands at the heart of Kinetikan identity. Loremasters maintain the history of the world as a shield against Entropy. A forgotten mistake to a Gnome, is a trap left armed for one’s grandchildren. The clans:
- The Balgar teach service and generosity.
- The Elden teach foresight.
- The Aemar teach observation.
- The Oemon teach wisdom and the gathering of knowledge.
- The Zerm teach the preservation of heritage.
Faith
The Great Planner is the central Eternal of Kinetika, revered as the spirit of progress, design, and practical transformation. His memory is not confined to temples. It lives in blueprints, lectures, workshop oaths, apprentice trials, and the great mechanisms that make the capital breathe.
Thera is honored as the living world whose forests, stone, and Haze shaped the people. Chronus is respected wherever measurement, patience, sequence, and timing matter, and Zoodotis is present in rites of life, visibility, and safe passage. Around the Lunar Pyramid and older Feyan sites, the Eternals Astarte and Maat remain in memory. Small temples of Naurond exist since change is embraced in Kinetika philosophy. Finally Ydor, the savior of Thergen, whose body brought their ancestors to Thera, is revered as the force of salvation, life and flow.
Military
Kinetika’s army is unlike the proud phalanxes of Avaton or the soaring Falcon Knights of Dymarth. Its strength lies in preparation, terrain, invention, and specialists. Beasthunters are the most famous of these: trained adventurers able to endure Lienmar Forest, read its movement, survive its monstrous life, and return with knowledge others would die trying to gather. Their numerous teams are a grand example of collaboration and survival against impossible odds.
Arms Crossbowmen, trap-crafters, alchemists, engineers, airship crews, and coordinated hunters form the practical spine of Kinetikan defense. They do not seek glorious charges when a collapsing bridge, false trail, weighted net, signal flare, or mechanical bolt battery will do the work better. Their airships give them reach across Therasya, while their forest detachments move with disciplined precision against beasts, raiders, and unnatural threats. The Gnomish Lancers, clad in heavy armor and armed with lances shaped like the Gnot, defend the city gates and serve as its heavy guard.
The memory of the First Hunt still shapes their doctrine. Kinetika knows that courage without design is doom, and design without courage is merely ink on paper.
Courage without design is doom, and design without courage is merely ink on paper.
Economy & Trade
Kinetika exports mechanisms, tools, clever devices, alchemical products, engineering knowledge, and the services of skilled builders. Its workshops and foundries feed commerce across Therasya, while its airships and technical guilds give it influence beyond the borders of its forests. But above all its airships transfer commodities and troops to the farthest edges of the nations bringing back immense wealth i return.
The Kinetika Source is the realm’s greatest expression of economy turned into wonder. Conceived from the Great Planner’s design, it uses the flow of the enormous waterfall to drive Heartgears, Gnot supports, and a vast mechanical network that extends through the city. Colden of Oemon began the work, Remik of Balgar completed it, and when the Heartgears first moved, Kinetika rose fully into the realm of Progress.
Trade with the free realms is strong and Kinetikan goods are known for their usefulness.
Foreign Relations
Kinetika maintains close relations with the other free peoples of Therasya. Its airships, engineers, Loreseekers, and technical guilds make Gnomes valuable to allies, while its participation in wider remembrance rites and military delegations shows that it does not stand apart from the shared history of the southern realms.
Its strongest bonds are with the Thergen Empire, from which the Gnomes inherit much blood and stone-memory, and with the human and allied realms that rely upon Kinetikan works in war, travel, and reconstruction. Dymarth respects its order, Andor values its devices, Starfall respects its courage, and Erenor often benefits from Kinetikan movement across the central lands.
Its enemies are Entropy’s agents: Othmog, Helkor, demon forces, and the lingering consequences of Drathanion’s release. The beasts of Lienmar are not always enemies in the moral sense, but they are always a threat, and in Kinetika that distinction is carefully recorded before the arrows are loosed.
Notable Settlements and locations
- Kinetika City — the capital marked on the map; a city of workshops, guild halls, mechanisms, airship platforms, and the great civic works surrounding the Kinetika Source.
- The Planner’s Statue — the kneeling monument incorporated into the Kinetika Source, replacing the original support concept for the great Gnot.
- The Heartgears — colossal wooden gears at the waterfall’s face, linked to the mechanical network that powers the city’s countless devices.
- Lienmar Forest — the ancient and deadly forest whose beasts shaped the Beasthunter tradition and whose mysteries still draw Loreseekers.
- Lunar Pyramid — an ancient Feyan pyramid in the Kinetika mountains, tied to old Eternals and to the disaster of Drathanion’s release.
- The Heart — an eastern site of significance in Kinetikan geography and memory.
- Ermak’s Swamps — western wetlands tied to the realm’s frontier, old hunters, and difficult routes toward Erenor.
- Hunters Realm — one of the dangerous regions explored by early Beasthunters after the ruin of ancient Kinetika.
- Starbridge The southernmost city of Kinetika. It is a marvel of engineering, renowned for its numerous rotating bridges.
- The Glade A secluded grove deep within Lienmar, sanctified by the Great Planner. His blessing keeps the savage beasts of the forest at bay, making it one of the few places where travelers may rest without fear.
Adventure Hooks
- The Heartgears begin turning out of rhythm, and every device in Kinetika City repeats the same impossible sequence as if the machine is trying to speak.
- A Loreseeker returns from Lunar Pyramid carrying a map that shows a chamber no previous expedition ever recorded.
- The Beasthunter Guild proclaims the Hunt, but the beasts of Lienmar are fleeing from something stronger in the forest.
- An airship vanishes above the Venerian Canopy, leaving behind only a rain of brass feathers and one living passenger who insists a dark cloud swallowed it whole.
- A young engineer discovers a hidden branch of the Kinetika Source leading below the city, where the mechanical network still obeys an older master diagram.
- To the north, beyond Kinetika, the towering mountains belong to the Giants, where monstrous creatures lurk among the peaks and forgotten passes. In these untamed lands, danger is never distant—it waits behind every tree, beneath every shadow, and beyond every mountain ridge. A hunters group has just gone missing.
