[b][b][b][color=fff200]Shattered World[/color][/b][/b][/b] The world of Eglea is a rather magical place. Most advancements come from the use or application of Mana. The world is diverse and thriving despite only being locked the the large continent of Ewhen. Along with the obvious use of mana to use magic, there are elementalists who can control certain types at their will. And in recent years and the discovery of manasteel the world has made magic machines. However shockingly in recent years a rather small kingdom of Dreichen has lashed out conquering large amounts of land. It is not known how they gained the means to do this but some monks have suspicions of dark arts. The continent's nation are now on edge as Dreichen continues it's military buildup and worry that the times of peace may soon be a thing of the past. Eglea (The numbers and letters represent cities and points of interest. To be added) [hider=World] Not your greatest artist. May make a better one. [img]http://i.imgur.com/TUW5gZ5.png[/img] [/hider] [hider=Key locations (WIP)] [hider=Dreichen] 1- Braxton South C- Kairn Captital ruins [/hider] [hider=Argorn] 1- Braxton North [/hider] [hider=Brece Nation] [/hider] [hider=Hastos Empire] [/hider] [hider=Hastos Rebellion] [/hider] [hider=Loshul Republic] [/hider] [/hider] [b][u]The world of Eglea and the continent Ewhen[/u][/b] The world of Eglea is climatically similar to earth, but due to varying currents the climate from region to region can vary greatly. The strong oceans and currents led too abundant fish so much of the worlds settlements are based on the coast. Eventually the people of Ewhen formed nations and had drawn borders. Though as with any world the nations would go on to conquer, fall, reform, and fight for their own sovereignty. The nations and world advanced in many different ways. While some invented, others practiced arcane and elemental arts. Some just sought to worship the divine, while others sought to discover, learn, or fight. The world has shaped over the centuries. The nations of the modern day are some of the longest lasting societies on the continent. Each with it's unique culture and beliefs. Though recently the monks of the Holy Monks of Fentis have foreseen a great calamity. During the same time a small kingdom to the south, Dreichen, Annexed a much larger Kairn Repubic. The conquest rocked the stale world, some say that the only way they could have won was with dark magic. They then went on to defend against the large Hastos Empire to the south. The Empire hoped to take advantage of the likely weakened Dreichen. Though after much bloodshed the Empire ceased hostilities forming a neutral zone between them. A decade has passed then and a heaviness weighs upon the world... [hider=World Guide] [hider=Dreichen Kingdom] [b][u]Dreichen Kingdom[/u][/b] Climate: Mostly temperate. Northeast is dry and cold. The Dreichen Kingdom was a small nation bordered by Brece, Sweiswald, and the much larger Kairn republic. 30 years ago a man seized the throne of Dreichen, his name Asbell. It is not known how he had claim on the throne but many of his closest ministers supported him. However many of them have never seen his face or even him as he mainly communicated with a few messengers. Soon Dreichen declared war on Kairn and after just a few months seized and subjugated the Republic. Rumour says the entire capital of Kairn was wiped out, leaving not a trace of life, just the husk of a city. Dreichen then came under attack from the southern Hastos Empire, and initally many of it's soldiers were killed. However Asbell managed to use a special task force against the Hastos, it wiped entire legions, not even battle reports from scouts made it out. The lead to the established neutral zone. Since then the Dreichen's activity has been under watch, but they mostly continue to militarize. Asbell himself has gathered mages and elementalists from his new lands for some unknown purpose. Other nations spies haven't been able to figure out why or get close to any of them. [/hider] [hider=Argorn Free Kingdom] [b][u]Argorn Free Kingdom[/u][/b] Climate: Temperate with snow in winter in the northern lands. Dry to the east. Argorn is a rich kingdom with many people proud of their kingdom. The royal family of Valkyr has been in power for generation and are revered by their own people and even those in neighboring nations. The Valkyrs invented magic as a way for most humans to have similar abilities to elementalists, as before it was a great divide between their people. The current ruler is Leon Valkyr, who is still a fairly inexperienced and young king. The people are free to live their lives however they see fit. Though a monarchy the people elect Councillors who make decisions for their districts, and the King oversees it all. They remain strong ties with many nations and seek to look for diplomatic solutions. Though large, most of Argorn's growth came from nearby nations wishing to be lead by the Valkyr family so they were peacefully integrated. The Isle of Fentis and the Holy Monks are under Argorn's protection since the rise of the Dreichen Kingdom. The Valkyr's have seeked diplomacy but Dreichen never replies to their advances. So the Argorn military has mobilized to their southern border among the forts. Braxton a Kairn city with a canal to the inland Fentis sea has it's northern half under the Argorn kingdom with the fall of their nation. Dreichen however took the south before the people could be evacuated. This has lead to Argorn building up it's military along the Canal. [/hider] [hider=Brece Nation] [b][u]Brece Nation[/u][/b] Climate: Temperate with adequate rain. Sometimes strong winds. Brece is an advanced nation located on a Ewhen pennisula. Brece was the first nation to discover the surrounding islands now belonging too the Ark Independant Island and Taro Island nations. Brece colonized them first but after issues of succession in the monarchy the colonies broke free and formed their own nations. Brece kept control and formed a republic where it's people elect leaders. However it is tradition that leaders are scientists. Brece has always had a neutral attitude with it's neighbors. Only seeking to trade and advance it's technology. Often avoiding wars. With the hostilities of the Dreichen empire. The Brece nation has been on edge, forming it's first military and applying it's newest and best inventions in new war like ways. Despite their lack of military tradition and knowledge they hold some of the most fearsome weapons due to the lack of mages and elementalists in the region. Most notably the Mana-industrial engine and Mana tech orb. Two devices utilizing the use of mana crystals and an imbuing device to power them. They hope that these are enough to ward of any thoughts of aggression from the Dreichen's. Due to it's research Brece has close ties with Loshul. [/hider] [hider=Hastos Empire] [b][u]Hastos Empire and Rebellion[/u][/b] Climate: Mostly tropical and with Desert to the north. The Hastos Empire is the result of conquest after conquest against the roughly unorganized and small nations of the south. The past few centuries they have conquered and consolidated their power on their sub continent. Militarizing their border against the north and trading a non aggression pact with the Sweiswald Merchant city whom has provided and connection for their spies to the north and provided various trade goods. Hastos used a combination of elemantalists and regular warriors as much of the nation does not know magic due to rough relations with the north. 10 years ago Hasto's finally attacked hoping to claim land from the likely fatigued Dreichen after the war with Kairn. While successful at first the leading forces were soon wiped out and any attempt at further advance also vanished seemingly leaving no trace. Due to concerns with a ailing Emperor, Talgrad Hastos, they ceased hostilities leaving neutral zone. Though the Dreichen Empire just sent a small reply to their request they have heard nothing since. Now with the death of Talxos Hastos, a rebellion has surfaced dividing the country between the Imperial loyalists and the Liberation rebels who wish to reform the Empire's systems. The loyalists unite under Maxxos Hastos the heir while the rebels unite under a mysterious young man, Caires, claiming to be the heir to the throne. [/hider] [hider=Loshul Republic] [b][u]Loshul Republic[/u][/b] Climate: Cold and dry tundra to the north near mountains. Mostly Glacial. Southern coast is cold-temperate. Loshul is in the far northern reaches and was often left untouched due to it's harsh winter climate. Despite having a land mass thats bigger than most nations over 65% of it's population lives inside it's capital city, while 25% is in it's other 2 cities and the rest scattered. It's people survived at first off the large amounts of fish along it's shores in tribes that worshipped elemancy instead of worshipping gods. However it eventually reformed into a republic and follows Fentis much like the other nations. In the past few centuries with the discovery of Manasteel ore it has opened the largest mines on Eglea. It has since had a bustling commercial economy trading with the many nations. Loshul being the biggest producer. With the recent wars to it's far south it has Dreichen as Brece it's biggest trading partner is bordering them. [/hider] [hider=My Sweiswald Merchant City] [b][u]Sweiswald Merchant City[/u][/b] Climate: Warm-Temperate Sweiswald is an independant city-state. They remain neutral to everyone and refuse to engage in conflict. The city floats upon the ocean with 2 bridges connecting them to the mainland. They trade with all willing nations to avoid war. The city is rich and run by a board of merchants. Due to it remaining neutral to everyone and being a hub connecting the mainland continent and the islands it see lots of travel and thus crime. Some shadier parts of the city is filled with the homeless and poor. Thieves can run loose and beggars line some streets. The merchants only take action against those hurting their business so many stay out of their way to prey on tourists and travelers. However one group seems to take pride in stealing from the merchants, boarding ships and taking cargo. The merchants have hired many mercenary groups to track them down but have yet to gain any leads. Many mercenaries come there to find work. [/hider] [hider=Ark Independant Islands] [b][u]Ark Independant Islands[/u][/b] Climate: Unique Tropical. After Brece lost control Ark has brought in many immigrants seeking to start anew. The island has a unique climate and thus is home to many unique commodities. Ark has built it's trade fleet and has a strong trading relationship with many nations. In Sweiswald they are the largest trading partner. The people of Ark also built many vacation places where wealthy individuals often travel too for it's unique warm climate. The natives and many of the immigrants don't worship Fentis however making religious and divines have a hostile attitude toward them. Despite their trade the religious ideas leave many nation's not willing to commit to protecting Ark or allying them. So the people of Ark have their own standing military and boast an impressive navy despite being rather peaceful both within and outside it's borders. Though it is mostly involved in hunting pirates. [/hider] [hider=Isle of Fentis] [b][u]Isle of Fentis and the Holy Monks of Fentis[/u][/b] Climate: Warm-Temperate The Isles of Fentis is regarded as an important holy site. It is said that the hero fought off a great Calamity in a final battle there. Thus the basis of Ewhen's religion comes from their. Nearly everyone worships or respects the Holy Monks of Fentis. The Monks live in peace and promote the bond of man and working together. All monks have been birthed and raised on the island. The monks have huge sway in politics and the nations despite being a small order. One example of this is the Order of Fentis on the Wastes. They have condemned Dreichen's expansion and foresee a terrible future so they feel as if dark powers were in play in their rise. They maintain good relations with all Fentis worshiping nations and are against any other gods. [/hider] [hider=My Hider] [b][u]Order of Fentis[/u][/b] Climate:Dry and Hot The Order of Fentis is a holy order of warriors on the Wastes fighting the savage hordes. They consist of men and women from all nations and backgrounds fighting in a religious war. They have constructed a wall to seal off the hordes as they have sustained heavy losses to make the gains they have made. Now they defend against raids and excavate ruins they have uncovered. They are currently investigating a ruin site that has indications of Fentis within it, with the inclusion of other figures. Every now and then they send bands out to fight the hordes to try and gain ground to no avail, it is normally full of adventurers looking to gain glory and wealth. [/hider] [hider=Taro Islands] [b][u]Taro Islands and Pirates[/u][/b] Climate: Cold and Windy Taro Islands is a self-proclaimed nation. After the Brece lost control of it's colonies pirates invaded the island and it's research sites setting up 3 pirate fortresses, one per island. They are pirates with their leader, Grim Claw, leading them in organized raids on merchants. They are relatively untouched due to the natural fortification of their island and do boasts a significant fleet. They don't care about anything but wealth but no nation has been able to deal with them as of now. In addition to the fortresses, each island has a large statue, one of Fentis, another some maiden, and the last one is worn and unable to be identified at all. Thus many archaeologists and monks wish to reclaim the island to study them. [/hider] [hider=Hordic Wastes] [b][u]Hordic Wastes[/u][/b] Climate: Steppes, Savannah, and desert. Very hot and dry. The world strong oceans kept most of the population on the continent of Ewhen until large advancements in sailing and navigation led to the nations to head to sea to discover islands and colonize them. Before long the dark continent referred too as the Wastes was discovered but any attempt to settle was often thwarted for unknown reasons. The colonists were often brutally massacred or missing. Soon they discovered Horde tribes pillaging any attempt to explore the continent. The Hordes do not seem to be organized but strike with deadly ferocity. Since then a large effort by many nations aided the landing a settlement of a holy knight order the Order of Fentis. [/hider] [/hider] [u][b]Magic and Tech[/b][/u] The technology Eglea varies greatly. Though a lot of it is magic based some of it is more technological. There have been rumors that firearm like weapons have been created using Mana crystals. In the past century Manasteel has surfaced allowing weapons to be imbued with magic to strengthen them, and has allowed technology to advance greatly as it is a durable metal that reacts to magic. Many nations still use common swords and bows with mana steel making it's appearance in many of them for special properties. Such as flaming or explosive arrows, lighter swords, or even spell lances, lances with a oneshot spell it can fire. Though it is generally weaker and not as effective. Magic has been developed by finding some humans exposed to Mana. Mana is the natural element that persists through everything in the world, stronger in some things that other. Using magic is available to a large amount of humans with enough time and training, however some are more sensitive to mana absortion than others. Magic is cast by users absorbing the omni presence of mana in objects then using it to cast various spells. Though it is usually limited to what it can do and a body must become attuned to converting mana for a spell for it to not be exhausting. Thus creating spells on the fly is near impossible and learning spells takes a lot of practice and hard work. With spells there are advanced and stronger spells and casting a spell has no elemental requirements. Spells also have many exclusive powers such as Light/Dark/Arcane. Elemancy, throughout the world there are few who are born attuned to a certain mana. However these people are called elementalists. They are unable to learn magic at all but luckily they have access to a specific mana and such can control the properties of objects containing it mostly freely. It is much more free form than magic but it is only limited to that one element. Most elementalists bodies are tuned to it too. So a fire elementalist may not like the cold, and a lightning elementalist may be prone to shocks and lightning strikes in storms. Unlike mages they need some form of the element they're trying to use it. A water users is useless in the desert, a lighting may have interference in storms, fire may not be useful in rain. But a mage can use spells regardless just not freeform and is more straining. However it has been observed that some are able to somewhat combine or use advanced elements, though this takes years of practice or exceptional talent and not necessarily stronger just provided different properties as with elements it's how it's used. [hider=Types of Magic] Feel free to suggest types and spells. ? is a maybe Light- Dark- Shadow- Arcane- Fire- Water- Cold- Earth- Wind- Lighting- Time/Speed- Mind- Summon?- [/hider] [hider=Elements] Feel free to suggest no harm in trying. ? is a maybe. Fire- Water- Earth- Air- Nature- Shadow/Sound- Lightning- Crystal?- [/hider] [u][b]Where we fit in?[/b][/u] As of now I have ideas of how we all fit in and together though I wanna see the amount of interest first, I don't plan to use the whole world. But I want us to have our own backstory just a bit before we are all together also. So we aren't just all magically together as a band, so we can all start in the same general area. Char Sheet will be up soon with interest and you can have 2 chars max for now. May make a discord too idk, and feel free to suggest stuff. This is most of the concept I came up with as I was writing so point out anything that doesn't make sense. Also the map was made by my paint skills and the locations are mostly placeholder, but feel free to suggest places or put in hometowns they can be added or take a place on the map. Oh and I have a lot of things hidden because I'll make it detail in the OOC if it gets that far.