This section is intended only for current GMs who wish to run games set in the world of Olori. Players in current games are encouraged to avert their eyes and to return to the Player's Guide.
In this section, unlike the Player's Guide, the focus is not on narrative. Rather, descriptions of how Olori works, and the secrets of Olori, are presented.
Note that individual cities are not described. Instead, principles that can be applied to cities are given. Many stories can be told in the expanse of Olori; it's up to the GM and his players to create their own story together.
The Living Knowledge is that knowledge which is somewhat known, but not to every individual of Olori. These should be introduced to your players slowly - any that interest you should be brought into play at a rate of one per few sessions at the fastest. They aren't vital for play - most of those are in the Player's Guide, and the rest are decided upon as a group.
Orbits
Most, if not all, Cities move in predictable patterns, completing an "orbit" every-so-many-decades. Not all of these orbits are the same length - but, among longer-lived cultures, legends of certain other traditions are preserved while not in each others' presence, and enmities burn quiet blackened holes in hearts supporting ephemeral lives.
Guilds
Nomads
The Guilds of the Cities represent no trivial power, but they are not the only ones who know how to light a soul-fire. This art itself is relatively easy, and wandering tribes - Nomads - are known to harness this power, gathering breath and burning it - albeit in relatively inefficient ways.
Some Nomads are small mercenary companies, willing to serve the highest bidder with their expertise, and quickly leave. Others are roguish bands, preferring to leech the breath from Cities, rather than from arteries. Many are as responsible as any adventurer - but these Nomads largely stay away from Cities, distrusting their Guilds; and so emotions burn hot in either direction, due to each others' representation and propaganda.
Function and Form is a collection of details about the inner workings of Olori. It's useful that the GM know the principles behind how important parts of Olori work - this section makes that happen. Indeed, content from this section may even be useful as a light mystery.
The Increasing Depths
Crazed
Much like the Nomads, there are also individuals who have access to vast quantities of the breath of Olori. Unlike the Nomads, however, these once-human creatures are fuelled directly by Olori itself - intelligent monsters, the like of great sorcerers or even liches; protected by the world, yet shut off from it.
Like cancerous tumours on a dying shell of a planet.
The Deeper Secrets are those pieces of knowledge which have been lost to those living on the surface of the world of Olori. These are often suitable objectives for the most epic of campaigns.
The Edge of the World
The Cleansing