Thera, the Empire of the Sea

Thera is an underwater empire located somewhere deep in the waters of the inland sea. It is home to the ancient, isolated, and highly advanced Theran culture. Originally part of an even larger Siren empire spread across the globe, the present-day Thera is independent after the God of Water joined the empire.

Geography

The Empire of Thera sits at the bottom of the inland sea. Heavily isolated from the surface, the only way into Thera is a colossal glowing runed gate in front of an ancient bridge that leads to the large empire city. The Northern, Western, and Eastern Seas seem to be all but abandoned, with danger lurking around every corner exploring; the open ocean isn’t viable for most Therans.

The Mound

The large, destroyed remnants of the Empires of the Northern, Western, and Eastern Sea. Something has entered this area, and most Therans would prefer not to find out.

Geographical Features

  • Alien Geography - The Mound is roughly spherical and many leagues across. The geometry and architecture in The Mound are both alien and horrific to behold; nothing there is as it seems, causing dreadful effects to those gazing at the tremendous shifting former empire. Occasionally, when the stars are aligned to malignant effect, the whole city moves toward the gate opening of The Empire of the Southern Sea, and some part of the city may actually pass to breach the surface of the ocean there. This often appears as an unmarked isle in the middle of the ocean. When this happens, woe to those curious sailors or others of the plane who interact with The Mound and its denizens.

Abyssal Triangle

A stretch of sea that covers the area between Rokander and Alexandria. It is covered in a fog so thick that it blocks out all sunlight.

Geographical Features

  • Disappearances - Many pirate and commercial ships go missing every year and, sometimes, a ship will be found sailing without any people onboard. It has also been said that there are many haunted ships with dead bodies sailing across the sea.

Cities

Due to the danger of living under the sea Thera only has one megacity that encompasses the central sea of the continent.

Gyo

Gyo is an underwater city which dwells 10,000 meters below sea level at the bottom of a deep trench that surrounds the center of the Elemental continent. Due to Thera’s artifact “Heart of the Sea” it encases the entire city in a giant bubble, allowing non-siren visitors to breathe. It is also notoriously difficult to reach, with only 30% of non-guided ships surviving the journey.

Government

The government of Thera is ruled by the Emperor of the Southern Seas. The title of Emperor of the Southern Seas is a unique title. Once an Emperor dies they are replaced by a random citizen of Thera. This random citizen must give away their personality as they are possessed by an entity known as “The Emperor.”

Military

Thera has a large militaristic presence of 25,000. Most of this military is utilized to guard the borders of Thera.

Law

Thera Law defines property, contracts, and crimes. The Emperor of the Southern Sea rules over law with an iron fist. Ensuring that everyone follows the lawas that keep Thera safe from any encroaching thrat.

Society

Thera is a land culturally and philosophically separate to the rest of the nations. A land focused on peace and concerned with preserving its ancient traditions and culture.

Spheris, Duchy of the Sky

Spheris is a large floating continent, stretching nearly from the north pole to the equator. It has a diverse range of environments, with mostly temperate regions, cold tundra’s on a nearby large sky island to the far north and a lush rainforest near the equator.

Geography

The hills and mountains are dotted with mines and quarries as brave Spherins work to uncover the hidden riches buried in the earth. Gladiatorial arenas are common in this area, but pit fighting is looked down upon as having no honor and offering no glory.

The Mountains

The hills and mountains are dotted with mines and quarries as brave Spherin’s work to uncover the hidden riches buried in the earth. Gladiatorial arenas are common in this area, but pit fighting is looked down upon as having no honor and offering no glory.

Geographical Features

  • Parvus Mountains - Situated in the center of the Valley Basin, this small mountain range houses the capital on its southern face. The Parvus Mountains form most of the northern boundaries of Spheris. There is much volcanic activity in this small mountain range.

  • High Guard Mountains - The High Guard Mountains form the western border of Spheris. High cliffs mixed with loose rock slide areas make this range difficult, but not impossible, to pass.

The Valley Basin

Filled with monsters, like Basilisks and Manticores, and flooding annually, the valley is a difficult and dangerous place to scratch out a living. Fishing, logging, and gathering wild plants make up most work in the area. True gladiatorial arenas are rare in this area, but pit fighting is quite common.

Geographical Features

  • Hidden Mire - This leech-infested swamp is a dangerous patchwork of bogs, deep water, and thick vegetation. The Hidden Mire is located in the heart of the valley basin.

  • Black Water River - The Black Water River runs through the west of the Parvus Mountains to the Lowlands. It is ruff and swift in the rainy season but calms during the dry season.

The Lowlands

Life in the lowlands is much more idyllic, with its rolling hills, lush forests, and fertile farmlands. Logging, farming, and herding are among the most common professions. Gladiatorial arenas can be found in large cities, but pit fighting is almost unheard of and considered quite scandalous. The Lowlands are often referred to as the breadbasket of the nation.

Geographical Features

  • Black Water River - The Black Water River runs through the center of the Lowlands to the sea. It is wide, and calm and while it floods in the rainy season, it is rarely ever severe. The river makes for fertile land and easy trade.

Cities

All Spheris cities have at least one administrative building (legislative and judicial may be housed together or separately), a military training ground (with single-story barracks), an open-air marketplace, a jail, and a colosseum.

Nimbus

The Empire's capital, Nimbus, has been described by human traders as "made from glass or insect wings." Other accounts by diplomats say that it is "a hypnotic swirl of ramparts and impossibly high towers, designed to catch the sun's light and break it to its component colors, which lie draped across its stones until you are thankful for nightfall."

Volemore

The northernmost of the two largest settlements in the Valley Basin, Volemores' population swells every spring to nearly 500,000 as the mountain runoff floods the swampy valley. The city is known for fishing, and a white soapstone monolith sits at the city's center. The streets are laid out in such a way that the monolith can be used as a sundial. They claim their globuli (sweet fried cheese curd) is the best.

Essen

Essen stands where it does because of the many small spring-fed ponds and rocky tors that create natural walls around the city. Due to its natural beauty, the city is home to many artists and poets. Essen is therefore liberally endowed with grandly-carved stone buildings, statues, and fountains.

Sonas

Famed for its gold production Sonas is the southernmost city of the mountain region. An aqueduct of red stone brings water down from a frigid lake. The main gate into Sonas is made of iron but covered in gold.

New Avian

New Avian was built on a series of cliffs and had three massive lifts connecting them. Perched atop the highest cliff is an elaborate temple to the gods. The streets are paved with large flat stones, many of which are carved with images directing travelers to various important sites and businesses.

Oxyn

Oxyn is a nondescript cluster of gray stone buildings, jammed together without parks or trees to break their gloom. The narrow and maze-like streets are set with many drains leading to large sewers to cope with the annual flooding. Visitors will look for landmarks in vain; there are none.

Voxstar

Centered on an old fort (now housing the jail, barracks, and training grounds), Voxstar has a series of three high walls linked by ramparts. The main street of the city passes through three huge ornate gates. A moat has been dug around the city, though in the summer months, it is dry.

Aerwich

Known for apple orchards and the best pie and cider in all the land Aerwich has many large stockyards, market areas, and caravan marshaling areas just outside the city walls.

Aria

Seemingly carved from the very mountain Aria overlooks the valley basin. A wide zigzagging road flanked by tall buildings leads from the city gate to the massive fortress, which houses both the administrative and military power of the city, including the Senate. During the annual floods in the valley basin, the population swells to one million.

Halo

Built on and around a cluster of tall, flat-topped rock formations, Halo has a large city square, and its outer wall encircles a lake and a good deal of farmland.

Government

Each city in Spheris has a praetor and a magistrate. The magistrate is an elected official that handles the administrative needs of the city. The praetor is a military position and is responsible for protecting the city and upholding the law. The magistrates’ jurisdiction only extends a mile outside the city, but the praetors extends as far as fifty miles.

The ten largest cities also have a senator who is appointed by the city’s magistrate. The Senate, led by its most senior member, runs the nation.

Military

Spheris has a standing army of 30,000 soldiers – mostly infantry and cavalry – and a reserve pool nearing 345,000 persons in times of emergencies, boasting one of the most powerful militaries of any nation in the world.

Law

Spheris Law defines property, contracts, and crimes.

  • Trial Procedure: In most civil and criminal cases, a magistrate defines the dispute, cites the law, and refers the problem to a judge. The judge, along with some advisors, listens to the arguments of the attorneys, weighs the evidence, and pronounces the sentence. Citizens have the right to appeal legal cases to the capital, while the others have to rely on local magistrates.

Society

Status is critical to Spheris. They value external and internal honor equally. External honor is basically prestige and/or reputation, while internal honor is doing the right thing while being fair and honest. It is imperative to respect your betters.

Luloba, the Shining Star

Luloba is famed for its culture and extravagance. The first queen Santana Samoon-Atlas’s legacy continues to heavily influence Luloba laws and social customs. Despite the size of Luloba compared to the other nations, it sits as a powerhouse due to the number of gods that reside in Luloba or consider Luloba a second home.

Geography

The kingdom of Luloba, is a green and pleasant land of fertile farmlands, woodland parks, and ancient towers and manors.

Wolves Forest

A large and untouched dense jungle-like forest that sits on the Southern border of Luloba, where ancient ruins still remain undisturbed.

Geographical Features

  • Dense Forest - Most of the forest is uncharted and unexplored, many that daringly venture into this alien-like land never return. Some believe that angry spirts inhabit the area. It is said that the God of Trickery considers this forest his domain and guards the forest to ensure his secrets aren’t discovered.

  • Cradle of Vano - An ancient ruined found by the God of Trickery when he was still mortal. It is said to be the supposed resting place of the Armor of Vano and the Banner of Vano.

  • Temple of Hope - One of the few major religious sites dedicated to a major God in Luloba. Its location is far from civilization deep in the Wolves Forest. It is largely untouched by the outside world. The temple is also distinct from the nearby altar dedicated to the God of Hope.

  • Altar of Hope - The Altar of Hope is a site of worship for the God of Human’s Melissa. While the nearby Temple of Hope was dedicated to Melissa’s role as a symbol of hope, this altar seems to have been used as the site where worshippers communicated directly with the God.

The Western Expanse

The Western Expanse is a large arid expanse in southwestern Luloba. Farther west lie the Mountains of Love and the uninhabited steppes and forest.

Geographical Features

  • The Ruins of Silence - The Palace was presumably built by the now extinct Paros family. But has long been abandoned since a magic research experiment went wrong.

Mountains of Love

The Mountains of Love are a towering range of mountains that form the western border of Luloba. The mountains are considered highly inhospitable and yet they house native mountain tribes of Luloba.

Geographical Features

  • The Ruined Temple - The Ruined Temple is the dilapidated remains of the Temple of the Ancient Gods. Sitting high atop the unusually frigid Mountains of Love. The temple’s interior is swathed with sheets of ice and snow.

  • Nowhere - Is a small village in the Mountains of Love. It is not marked on most maps and is widely unheard of. Privacy is very important to the villagers of Nowhere and they tend to avoid welcoming strangers.

  • Skypiercer - Is a fortress in the Mountains of Love and the highest point in the land of Luloba. It serves as a meeting place for the Gods.

Cities

Nearly all cities in Luloba have a high wall to protect against sandstorms. There is no regulation for the width of streets, so alleys may be quite narrow.

Lobera

The capital and largest city of Luloba. The seat of the White Tower, the Grand Cathedral of Oath’s, the headquarters of Defenders of the Dawn, and the University of Luloba.

Sunkissed

Sunkissed is like a proverbial Geode: the outside is dull, unassuming, and bland; the inside, however, is a glittering array of jewels. Overlooking this mining town is a rock formation that resembles a mule. The humble animal is a symbol of the city.

Ezran

Well known for its gaming halls and casinos, Ezran stretches along the banks of the river of the same name. The river is rich in gold.

The Western Star

The only buildings that are more than two stories in this sprawling metropolis are the temples and courthouses. The Western Star was built around a central oasis. Many of its buildings are interconnected.

Drake

The last city at the foothills of the Mountains of Love. It is the trade hub for Luloba’s overland routes. The main streets are wide and straight and lined with shops, stalls, and all manner of street vendors. The side streets are a jumble of twisting allies and winding lanes that often double back on themselves.

Samatlas

The most romantic location in the Land of Luloba. Due to a contract with several different god’s Samatlas is the perfect romantic vacation spot. Want to snuggle with a significant other on a cold winter night and then get an amazing tan at five-star beaches? Samatlas is the one location that has it all for couples in love.

Government

A Constitutional Monarchy rules the government of Luloba. The ruler must be of the Samoon-Atlas family. Still, they are helped by an appointed council that ensures that a fair and balanced group watches over the kingdom.

Military

The military of Luloba has a standing military of 15,000 knights that usually spend their time protecting the borders.

Law

In most civil and criminal cases, a magistrate defines the dispute, cites the law, and refers the problem to a judge. The judge, along with some advisors, listens to the attorneys' arguments, weighs the evidence, and pronounces the sentence. Citizens have the right to appeal legal cases to the capital, while the others have to rely on local magistrates.

Society

Unlike other nations where the people are the lifeblood and the character, Luloba is its own person, and its people are little more than decorations. There is always music in Luloba, streaming from the many windows and always floating above all, the overwhelming feeling of art in motion.

Ikarus, the Underground

The underground nation of Ikarus is not a true country, as the inhabitants see it. They are a giant Mafioso. Their lands bypass the borders of many nations. When living and/or working within the borders of a nation the Ikarian’s will follow both family law and that nation’s laws.

Geography

Ikarus is home to a complex and endemic ecosystem that contains many plants and animals never seen on the surface. While many topsiders would think them to be a barren and desolate place, the Ikaran’s have managed to live a complete life in it. Due to the lack of the sun photosynthesis is impossible there is a complete lack of green plants in Ikaris.

Islands of Vizar

The Islands of Vizar are a grouping of thousands of massive underground islands floating on top of a sea of liquid gold being heated up by boundless magma chambers.

Geographical Features

  • Foliage - The Islands of Vizar are mostly made up of dense forests, but also includes mountainous regions, plains, and lakes.

  • The Golden Consciousness - The Consciousness is a single emergent living being connected to each world, sharing a hive mind, and solely bent on restoring the balance at all costs. It has connected to thousands of worlds before Vala. Many misguided people have made the horrific mistake of raising the Golden Consciousness to the level of deity- conducting mortal sacrifices to it to placate the monstrosity or seek its favor. The Golden Consciousness gladly consumed these bodies, becoming one with them and producing terrifying beings, all who lose the ability to feel and blindly follow the hive mind.

Sousheim

Sousheim is a ghost kingdom devoid of all life that once filled its walls with raucous laughter and merriment. It was a place founded by raiders and barbarians, nestled underneath the World of Vala.

Geographical Features

  • Temple of Null - Since the coming of the new Gods, the place has long been desecrated, one of few that were brutally ruined. The pillars and wooden supports lie smashed, and the roof is gone, leaving snow and ice to settle in the innards. Plundered treasures were often offered up to the gods, as well as food. These riches now lie under the altar, forgotten.

  • The Unknown - A portal of pure black and purple tears itself into reality, and people will be uncontrollably pulled in.

Poison Lands

The deep underground has many dangers to test a brave adventurer, but only the foolish would pass into the yellow mists of the Poison Lands. Nothing can survive in the noxious miasma that steals the breath and veils the eyes - or can it?

Geographical Features

  • Flora - The Poison Lands have no normal plants, but it is home to numerous giant fungi and tree-like rock formations that have feathery fronds at the top that wave back and forth. These rock formations are very similar to corals and come in a great many forms and colors.

  • Fauna - The Poison Lands are full of life but much of it poses no danger beyond unsettling the novice traveler. There are things that skitter and crawl, armored bugs with too many legs, centipedes with six wings that fly in lazy loops, and strange fleas that have the annoying habit of getting caught in your hair or beard.

  • The Feared - The Feared is a plain where the victim who is sent there is faced with their worst fears and is hunted down by their inner demons within a world made from their memories and dreams. To escape the feared you must find five tokens that represent important moments in your life and face the demons hunting you, if another person gets dragged in with you the world will shape itself to the mind of the person who first entered the portal.

Cities

Each Ikarian city made after the founding of the company follows a strict pattern. The main office is built no less than a hundred feet from the entrance to the main shaft. Across a wide street (two ore carts can pass each other with room to spare) is an acre of empty flat land. It is used as the community needs it; crops, common grazing, and festival grounds. The commons, company-provided housing, starts next to the field. A step well is dug on the other side. The company store is next to the main office. After that is an alehouse, a bathhouse, a clinic, a forge, and a library.

Dorado

The capital of Ikarus, Dorado rests dozens of miles underneath the surface territory of Ikarus. It is a huge underground metropolis of more than five hundred thousand people. The cities layout is determined by its strict social system. The Don’s palace and the Assembly Halls sit highest in a tier known as the Diamond Quarter - which is also home to the Runic Order. A complicated system of stairs and passages cut down from the Diamond Quarter, through the noble areas, to the Commons, and finally to the slums of Dust Town. The Runic Guild has the most influence in the Commons, where the many works of Dorado’s craftsmen are bought and sold. Connected are the Battle Arena, an ancient venue for the public settling of Ikarus disputes. The Commons is also where visitors to Dorado spend most of their time, it being the city’s center for trade. Below the Battle Arena is the broken-down Stone Town. It is a haven for crime, organized and otherwise. Dorado guards cannot be bothered to patrol its streets. Many in Dorado turn to drink, specifically the toxic lichen ale so common in the quarter.

Zed

Unlike Dorado, Zed isn’t built by the family. Each "sector" of the city elects its own council member to represent them in discussing matters that affect the entire city. The position of king was also reinvented, now known as the Viceroy, the head of the Council, though the position is mostly formal

Government

The government of Ikarus is ruled by The Don the Leader of the Ikarus Family it is the most powerful mafia family in the World of Vala. Several family’s organizations and individuals serve under the Ikarus. Even when there is internal strife, members of the Ikarus family stand united to repel attack from opposing families living up to their tile as the best and strongest.

Military

The Ikarus Families military came into being when the original Don Coppola suggested creating a vigilante group to protect the people. From then on, each generation of the Ikarus Family has donned formal attire when risking their lives to fulfil this duty. While they originally started as a vigilant organization their ways gradually changed during Don Alexander’s reign, eventually leading to violence and crime. The influence that the Ikarus family has is worldwide, and it was said that no Family can match them in terms of size, tradition, rules, or power. .

Law

Thera Law defines property, contracts, and crimes. The Emperor of the Southern Sea rules over law with an iron fist. Ensuring that everyone follows the lawas that keep Thera safe from any encrouching thrat.

Society

Ikaran’s live by the nine ways set down by Great Don Coppola. Community is very important. They believe that in order for the community to be prosperous and successful, each member must be as well.

  1. Community is better than alienation.

  2. Courage is better than cowardice.

  3. Freedom is better than slavery.

  4. Honesty is better than guilt.

  5. Honor is better than dishonor.

  6. Knowledge is better than ignorance.

  7. Realism is better than dogmatism.

  8. Vigor is better than lifelessness.

  9. Strength is better than weakness.

Hellion, the Pride of Fire

The military is the dominant social structure in Hellion. Anyone wishing to gain Hellion citizenship must complete two years of military service. Native Hellions do so at the age of thirteen. This military service is very important as military rank determines social status. The nation of Hellion is ruled by a hereditary line of rulers known as “The Mane.”

Each city is run by a Legatus who swears loyalty to the Mane. While the various city-states are largely independent, they band together under the Mane to combat external threats. Additionally, the Mane may end disputes by ordering the Legati to duel.

Geography

Hellion is divided into three regions based on its geography: the coast, the northern jungle, and the southern jungle.

The Coast

A mixture of sea cliffs, rocky shores, and sandy beaches, the Coastal Region is rich in resources. Fishing, farming, and hunting are common occupations. The population of this region is very friendly and gregarious. Trade is heavy in this region, and cultural influences are brought in alongside goods and spices.

Geographical Features

  • Earth Splashes - Throughout the coast, there are impact craters from the meteor strikes that ended the Age of Legends. The craters create well-protected bays.

  • River Deltas - The major agricultural production centers for Hellion, these wetlands are rich with natural resources important to the nation, most notably oysters.

Northern Jungle

More industrially inclined than the southern region and less laid back than the coastal region. The terrain is full of foothills that quickly give way to deep dark jungles. Animal herding is common, as is winemaking.

Geographical Features

  • Wolf’s Den Pass - The Wolf’s Den Pass is a wide and well-traveled trade route through the Wolf Peaks. The Pass is well fortified and occupied by the Hellgivers.

  • Seneca River - The largest river in Hellion, where all rivers feed into as it empties out into the ocean. The river is eleven miles wide at its widest point and typically between two and five miles wide. At its deepest, it is 200 feet deep. This river is an integral part of the trade route throughout Hellion.

Southern Jungle

The transition from foothills into mountains is subtler than in the north. The low areas are thick with trees. People in the southern region are more passionate than those from other regions.

Geographical Features

  • Patchwork Jungle - Caused by variations in soil, topography, exposure to wind and sun, and fire history, the vast forest of the southern region is an intricate patchwork of differing vegetation. Thick forests are next to shrublands and grasslands, creating the patchwork effect.

  • Wolf Peaks - The Wolf Peaks form the southern border of Hellion and the Great Ocean.

Cities

There are nine large cities located in Hellion.

Hesperia

Notable for its lush public gardens, the back of Hesperia sits against a rocky hillside carved into a sheer cliff. The public buildings are mainly constructed of the red stone of the hill. The streets are winding and often narrow. Hesperia is a port city, at the mouth of the Silver Oak river, with a thriving fishing trade.

High Falls

Situated on Bone Speckle river, High Falls is so named because of the tremendous waterfalls that cascade over the city. Most of the city is dug into the side of a mountain allowing the falls to pour into a series of aqueducts at the city’s center. High Falls is a labyrinth of winding, narrow streets and dark alleys, give it a claustrophobic feeling. The only open spaces in the city are the central square (filled with fountains and statues), the Coliseum, and the training grounds.

Lankia

Lankia was built around an outcrop of rock, on the top of which sits a huge marble temple. The temple can only be reached by a stone bridge from an adjacent hill. The city is separated into districts by a series of stone walls and gatehouses. The city’s port is outside of the main wall, on the mouth of Bone Speckle river.

Seven Falls

Seven Falls is a single massive ziggurat cut from the very mountain at its back. While it gets its name from the lesser river joining the White Duck river at the fork on which it sits, Seven Falls does have seven artificial waterfalls. The lower levels are perpetually shrouded in mist. The falls are lit up in different colors from behind during festivals.

Shieldport

The northernmost city of Hellion, Shieldport, sits at the mouth of the Broadwater. The city walls extend into the sea, protecting the docks from rough weather as well as attack. There are two points of entry into the harbor massive portcullises called the sea gate and the river gate.

Sica

A sprawling city, Sica sits at the mouth of Sunscale river. It is capable of housing ten times the number of inhabitants as it does. As the youngest major city in Hellion, Sica has the most city planning; the streets and alleys are built in a grid pattern, and ample farmland has been included behind the city wall.

Stone Bridge

A tangle of narrow streets and row buildings, Stone Bridge, sits on the banks of White Duck river, spanned by a rock arch forming a natural bridge. A gate was added under the bridge to guard the harbor. The waters around the city are rocky and treacherous. A lighthouse was erected at the edge of the harbor to ensure the safe passage of ships.

Senecas’ Rest

Built around a stronghold of stone and iron, Senecas’ Rest sits in the fork where the Black Meadow river pours into the Silver Oak river. Iron is an abundant resource in the city, and all buildings have iron doors, railings, and signs. Every intersection has an iron statue at its center.

Sunscale

The city of Sunscale sits on the banks of the outlet of Sunscale Lake. The lake and river both bare the same name because of the gold and pyrite veins running through them and how they shine when the light hits them. The surrounding hills were carved into tiers and turned into farmland. Many of the city’s important buildings have tiled roofs painted with pyrite.

Government

Hellion is a stratocracy (rule by military service) made up of largely independent city-states aligned under the rule of the Mane. The Mane is essentially a general, but she also keeps the peace between city-states. Each city and the fifty-mile radius around it is run by a Legatus. Local governments vary in how they operate based on their own traditions. Although, all are some forms of democracy where only citizens may vote or hold government positions. Many cities also require land owners to participate in the local government.

Military

Hellion boasts a standing army of 85,000 soldiers, mostly infantry. Yet, Hellion’s entire able-bodied population has two years of military training and can be called upon in times of emergencies.

Law

While each city is governed under its own set of laws, there are some more or less universal laws.

  • Trial Procedure: There are no professional lawyers or judges. Civil cases may be settled in one of three ways: Trial by combat, mediation, or Trial before a jury. Criminal Cases are always settled by trial before a jury.

  • Trial by Combat - The two litigants fight in an arena until one surrenders or dies. Many cities have stipulations, such as disallowing the use of weapons or the victor being the first to draw blood.

  • Mediation - The two litigants sit down with an agreed-upon, neutral third party that hears both sides out and then decides on the best solution.

  • Trial before a Jury - A representative of each side of the dispute presents evidence, questions witnesses, and gives a concluding speech. Some speechwriters do specialize in composing speeches for trial. The jury, made up of three to twenty-three citizens over the age of thirty, selected from a panel of volunteers, votes guilty or not guilty. If they vote guilty, they then vote on the sentence. Juries are paid a small fee, which has led to disproportionate numbers of poor and elderly citizens working on juries.

Society

The Military is the dominant social structure in Hellion. All children are taught the basics of military training and excellence growing up and enter the military service at the age of thirteen.

Alexandria, the City of Academia

Alexandria is a famed sovereign island city-state. It is a city of several schools and institutions of higher learning from early childhood development to university level that learn side-by-side with the druids who research the nature of magic and higher technology.

Geography

Alexandria exists in two parts the metropolitan city portion and the spirit-infused forest that surrounds the edge of the Island.

Alexandria Metropolitan Area

It is one of the most advanced cities in the world, and its technology is said to be thirty to fifty years ahead of the world. Alexandria is composed of twenty districts arranged in a spiral pattern which are simply numbered from one to twenty (District 1 sitting at the center of the spiral.) Within the center of the districts sits the Arcanum, one of the most prestigious Druidic schools within the World of Vala.

Geographical Features

Districts - The easiest way to travel through the districts is by spirit-powered vehicles. The districts make up the metropolitan area of the island.

  • District 1 - The Arcanum.

  • District 2 - Accommodations for authorized visitors.

  • District 3 - Recreational facilities, which also include an amusement park.

  • District 4 - Primary schools, school dormitories boarding houses, and hospitals.

  • District 5 - Temple District.

  • District 6 - Submerged portion of the City. The Siren embassy is located here.

  • District 7 - Jungle portion of the city. The Moggie embassy is located here.

  • District 8 - The only portion of the city that is seemingly walled off. The walls are covered with runes to make the area of the city extremely dark. This is a newly reinvited portion of the city for any void derivative species.

  • District 9 - Railway cargo maintained, storage, and organization.

  • District 10 - Uncertain; has been in a decline. The locals call it The Pit.

  • District 11 - Reformatories, Spirit energy research facilities, the city’s only cemetery.

  • District 12 - Sports district filled with different arenas and venues.

  • District 13 - Park District has locations for horses and other spirts a chance to just roam.

  • District 14 - Accommodations and various other facilities for overseas students.

  • District 15 - A large district consisting of the city’s major shopping district and mass communications facilitates.

  • District 16 - Industrial arts and Fine arts district.

  • District 17 - Entertainment District.

  • District 18 - Airport for Airships, Dragons, and other flying vehicles/mounts.

  • District 19 - Warehouse district.

  • District 20 -Dams for water storage and port that leads to the sea.

The Great Barrier Forest

Created by the great Adesina Talon with the use of a bonded bedrock spirit. The bedrock spirit took root, expanding the island of Alexandria to the full 3515 square miles that it is today. The Great Barrier Forest takes up most of the island and is a spiritual sanctuary where spirits can live in peace.

Geographical Features

Dawn Falls - These falls are dotted around The Great Barrier Forest, where the energies of the spiritual plane seep through most. Embodying the pure magic of that plane, these areas have the strangest mishmash of topography and weather. The terrain is arid at a high altitude. It tends to be hot there, too, resembling a desert in climate. In the wintry months, a cloud of what one can believe to be snow surrounds these areas. At the edge of the desert-like areas, untainted by the snowing ash, water flows out in tons out of cliffsides. These waterfalls often have rainbow hues as they descend and spray their mist onto the valleys below. This rainbow falls, and their mist is not the only color in this area. Everything else has become transformed due to the natural magic seeping in. Everything from the stones to the sand is usually a vibrant collection of colors. The basin has some sylvan surroundings in the valley near the waterfall, like sturdy trees. Only hardy plants can survive the shifts of weather here. It can be frigid and damp below the falls, fostering many fungi and lichens in the caverns and basins carved by erosion. Above, cacti stand in the arid place and gather ashes on their lobes. There is the occasional rare bloom from the spirit plane that has its seeds carried over by accident. Cultivated correctly, these plants serve as attractive lures for curious herbalists.

Caves of the Spirit God - The caves vary in size and height. Most of the cave’s more crystalline walls, boulders, and hanging stalagmites now illuminate the spaces around them, with a variety of areas as well. The entrance to the caves is fairly dim, symbolizing initial fear and dread of the unknown. The second space, however, is a dazzling display of glowing colors, as well as crystals imbued with wispy energies to make the glowing “lights” dance. There are then paths through the caves, which lead to blue, yellow, and red sections. The colors begin in their most vibrant colored state, slowly becoming lighter until they are a bright white. At this point, they signify the end of the explored path, with only unilluminated remaining beyond.

Dragonscale Swamp - The vast marshy swamp is home to a rather enigmatic spirit. Without a guide, Dragonscale Swamp is treacherously deadly, with all manner of exotic creatures and hazardous terrain.

Kira Mountains - Towering high above the city-state of Alexandria is a towering spine of volcanic mountains. All the highest elevations consist of active volcanoes. Where plants can grow through the basalt, they do so in the alpine tundra. As the basalt recedes in the lower elevations, temperate rainforests are prevalent.

Phoenix’s Green Plains - As the name implies, is a verdant land, though very little of it is farmed. Rather, the terrain an odd assortment of jungles, meadows, swamps, forests, grasslands, and brushland. The terrain is grouped with no cognizable rhyme or reason because these lands are not created by the natural wend and weave of erosion, rivers, and weather but by the will of the Avery Phoenix. They have created a patchwork of various terrains in order to better challenge themselves in their journey to gain strength.

Cities

Alexandria’s total population is about 2.3 million, with about 40% of them being students and 1/8 of those students living in city dorms.

Alexandria

As the name implies, Alexandria boasts the largest collection of primary, secondary, and tertiary educational facilities in a single city. It can be aptly be described as s City of Schools. It is the premier place to receive an education in druidism; because of that, Alexandria attracts a multitude of powerful people. This has created a gang culture within this city of Academia. Different gangs and individuals tried to prove that they weren’t just the toughest in their district but also on the entire island.

Government

The government of Alexandria is run by the Headmaster of Arcanum. While the Headmaster holds absolute power over the city they often don’t concern themselves with governmental affairs fully and delegate them to the members of their council.

Military

While Alexandria doesn’t have a standing army, it does send its druids to other places to handle varying jobs of different difficulties.

Law

Alexandria Law defines property, contracts, and crimes. Masters of the Arcanum usually oversee crime and punishment within the city.

Society

Society in Alexandria is as unique and diverse as the people that inhabit the country. The main aspect of this society is the searching and attaining of knowledge is what pushes everyone that lives in Alexandria.

Hadari

Physiology

Hadari are storm elementals that have a physical body. They resemble humans in appearance, yet their skin color ranges in the shade from obsidian to purple obsidian. Their lightning flashes throughout their body and is visible through their dark skin, showcasing their explosive internal storm. However, having a physical body means they suffer both the benefits and limitations that come with it. Unlike normal air and storm elementals, Hadari cannot fly, and they require food and sleep to function. However, being elementals makes them less vulnerable to the elements.

History

According to legend, the Hadari were elementals who migrated from Mira’s plane of Lightning to the Material Realm. Upon arriving, they were revered like gods. They took material forms, masquerading as avatars of themselves as deities. Angered by their choice of leaving their plane, Mira cursed them to a mortal form of humanity. Upon taking a mortal form, they lost much of their potential as powerful elementals, but they remained and revealed in their newfound influence. Many took on harems and spread their seed, creating the lower castes of Hadar society. Their blood remained only within their pureblood circles. The Hadari find their homes in the mountainous regions of the World of Vala.

Society

Hadari have five castes in their society. The lowest caste is made up of normal humanoids of other races that have mingled with the pureblood Hardai or settled in vihar territories. The second consists of everyday Hadari citizens. The third caste is Thunderlords. Thunderlords are commonly low-status nobles, wealthy commanders, and others with similar status. They are the first level of the ruling class and hold a moderate amount of authority over the normal populace. The fourth caste is the Stormlord caste. Stormlords are high nobles and generals that mingle closely with Hadari royalty. They hold a great amount of power, both politically and magically, and are counted among the strongest Hadari in a community. The final caste is the royal caste. These are the rulers and royalty of all the other Hadari castes and hold the most power over all affairs.

Moggie

Physiology

Furry, fearsome, towering creatures: Moggie are wild, mighty hunters characterized by two forms: their cat form and their combat form. Moggies' true forms are the different felines of the World of Vala. From house cats to tigers, lions, and other large cats. The size of their cat form often represents their size in their combat form. Moggies in their combat forms are large, muscular, bipedal felines. Moggies possess features ranging from humanoid to cat-like. They have long, powerful arms and muscular hindquarters that help them move almost as quickly on two legs as on four. On their hands and feet, they sport two sets of claws and two sets of thumbs. They use these thumbs to maneuver easily through their dense jungle habitats. Their spines' base is a wide, flat tail tapering off into a point about as long as their arms. The fur of the Moggie ranges in color, from a spotted charcoal black to a striped fiery orange hot as the burning sun.

History

Upon watching Vala create the other animals within the world, Zebar became curious. Zebar wanted to create a race that represented his qualities: secrecy, power, rage, anger, independence, selfishness, and the need to rule. With this in mind, he created one of the most powerful races within the World of Vala: The Moggies. Outside of their own population, they are simply known as cats, lions, tigers, and other felines. The Moggies have always existed within the footnotes of history. Ever-present, always watching, changing the tides of history

Society

The official head of state of the Moggie is The Main. The Mane, while the unofficial head-of-state, is no more a "breed" of Moggie than any other is; he is simply unique. Moggie tradition holds that only one Mane may be alive at any one time since the Mane is one entity reborn in different bodies over time. The integrity of this is unknown, but there has been no recorded instance of multiple Manes contending for power. It is widely held that the greatest force among the Moggie are the Clan Mothers. Ultimately, they control both the harvest and the flow of information on the outside world, and thus they are seen as the most influential. Moggies are proud beings mostly because of the constant dotting by their creator.

Terratorn

Physiology

Their divine heritage from Adex, the God of wind, can be seen in their many bird-like features. Terratorn grows colorful feathers from their skin and hair, which vary in density. Their golden bird-like eyes contain fully developed nictitating membranes (a thin, semi-transparent eyelid used as an additional layer of protection without fully obscuring vision). Their appearance, while present at birth, only fully manifests during puberty. Terratorn do not inherently grow wings. They must gain their wings as they come of age. Terratorn have large feathery wings that span equal to their height and can be white, brown, silver, or black. The average Teratorn has 2 wings, but a higher level or particularly blessed Teratorn may have 4 or even 6.

History

Terratorn have been blessed before birth by Adex. Their bird-like features mirror the avian aspects of the god. Adex placed the Teratorn in golden cities in the sky to keep their people safe. Because of this, Terratorn avoids interacting with what they consider the human world; however, few in the past have been given permission to wander the human realm, and in times when the world requires the presence of a Terratorn to snuff the flames of evil. There glowing cities in the sky and their winged presence throughout history have produced myths of a shining utopia in the skies and the angels that guard them.

Society

Terratorn society is largely unknown and largely dependent on the will of Adex. A consensus for the Terratorn people is that they are the guardians of the heavens and tend to the souls of the dead after they have passed into the afterlife. Still, beyond that, not much detail is known about the specific day to day life of a Terratorn that isn't on a mission from Adex.

Human

Physiology

Humans within The World of Vala live in many different elements and climates. Humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh 125 to 350 pounds on average. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. Many humans have a dash of nonhuman blood, revealing hints of other lineages. Humans reach adulthood in their late teens and rarely live even a single century.

History

Human history is fraught with lies and deception. Starting as ordinary spirits that became aware of the futility of their existence, Vala granted these spirits the gift of death and allowed them to die, becoming the first mortals in the World of Vala. Since then, humans and eventually other mortals have been used as Pawns of immortals in an eternal game. Regardless, humans are the most populous of the common races, lacking in inherent power and short-lived compared to the other races. Perhaps it is because of their shorter lives that they strive to achieve as much as possible in the years they are given. Or maybe they feel they have something to prove, and that’s why they build their mighty empires on the foundation of conquest and trade.

Society

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the lands they have settled. When they settle, though, they stay. They build cities to last for the ages and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span. Still, a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present, making them well suited to the adventuring life and plan, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.

Ader

Physiology

Their appearance varies greatly from one to another, but all have translucent horns on their heads that serve as magical radars. The color of these horns, along with their hair, is often a vibrant pastel color that matches the glow of their core. As Ader age, they can choose their own presenting gender identity. Their skin color can range from clearly artificial metallic gold to that of various other gem shades. The height of an Ader varies depending on its heritage. Due to Ader's status as a construct, any child born from an Ader, no matter the heritage of another parent, will be Ader. Ader of mixed parentage, however, are often much smaller than the non-ader race they come from.

History

The first Ader made Azel, The God of Earth, attempted to create their species earth-based species. Utilizing human shape as the basis, Azel found a way to seal the soul of a foreign body in a solid gem that would later become known as engines. Originally, the engines were intended to be a power source. However, after Azel found this impossible and they were promptly discarded. Left unattended, the magic binding the souls decayed. From these decayed engines, a new race was born, forming physical body's practically out of air, light, and a little seeping magic. The original cores had only faint memories of a past life, but they moved forwards, dubbing themselves Ader. Originally, they developed small secluded settlements but eventually were able to gain favor with the God of Earth themselves. Now they flourish as an independent race, populating the Underdark of The World of Vala. Their underground cities are always identifiable by the glowing gem at the center of their structures.

Society

Ader cities are often quite big. Most societies have developed a matriarchal hierarchy that typically follows the richest Ader in existence. Though they originate as gems, they still have concerns about bodily matters, such as eating or sleeping. So some work as traders and farmers to sustain their towns. When an Ader feels there's an attraction towards them, they are open to the idea of having children with that person. As long as one person is Ader, the offspring will always be Ader. They are generally very vain due to their rich heritage.


Siren

Physiology

Sirens are similar to humans in appearance but have many features of the ocean's creatures. Their appearance includes anemone tentacles instead of hair, scaly skin, clammy flesh, bioluminescent patches, and glands that produce ink when distressed. The skin of a Siren tends to be slippery and glint slightly in sunlight. These oily secretions help them swim more effectively and protect them from temperature changes between land and water. They are typically very muscular individuals. Their skin tends to be tinted in light shades of blue.

History

When the world was young, Vepar, the God of Water, created Sirens from humans. The Sirens began to perfect and create life beneath the waves. They made many underwater cities of grandeur, held epic battles against other clans for power and greatness, and lived much as humans did. The ocean is their only true home and is the only thing they appreciate more than life itself. Many consider the ocean and life the same. Thus, few, if any Sirens, leave for the surface. They still reside in their grand cities and clans underwater to this day, living alongside other creatures of the deep. Sirens historically have been known to save the lives of sailors shipwrecked. Sirens are not hampered by a fishtail and can freely traverse the land. Their gills were retractable, and so many young adventurous types ended up trying their fortunes above the waves.

Society

Sirens are a noble race that practices reason, debate, and logic. Siren are intelligent by nature and live in houses of large coral or in sea forests which are their cities. They are a very colorful society and promote fun and carefree living. They heavily invest themselves in a romantic relationships and are a naturally beautiful race. Siren functions steadily and avoids conflict in battle. Despite their feelings about combat, they do not shy from it. In addition to a philosophic-style society with debates in round Socratic theatres and pedagogic teachings, they have a spartan side, sporting fierce warriors who ride hippocampi and wield tridents. Sirens respect the duties and responsibilities of life in all social spheres, be they noble or peasant.


Vessels

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Vessels

Unable to walk on the mortal plane The Gods of Cration have been forced to take vessels.

Physiology

Unable to walk the world of Vala the Gods of Creation created vessels. These vessels are like empty suits that allow them to walk the mortal world. The vessel’s body is completely changed by the experience their mortal bodies are molded and changed to fit the weight of the God. When this occurs the Vessel is granted unimaginable power. The ability to wield there God’s element with absolute precision. In exchange for this power, the gods can take over the vessel’s body whenever they feel like it.

Sooner or later the immortal soul ends up destroying the mortal soul. Typically, the mortal soul recurrently finds itself inescapably drawn towards the higher resonating Immortal's Soul, only to over an over be forcibly repelled back. As such, the mortal soul, with every shuddering impact, involuntarily sheds off a few layers of its vitality, eventually wearing itself down to almost nothingness from ceaselessly grinding up against the more unyielding immortal one. 

However, a mortal's flesh, akin to a mortal's soul, is likewise not made to withstand the great strain stemming from prolonged exposure to the overbearing resonance presence of an Immortal's Essence. And once the host's soul is no longer at play to somewhat shield against the encroaching soul resonance of the occupying Godt, the body sure-enough begins to rapidly degrade to the point where physical integrity can no longer be maintained. Accordingly, the more energy the God now expends, the proportionally swifter is the spread of anatomical decay which will unquestionably lead to the complete collapse of the Vessel's body -crumbling it off piece by piece off to dust- assuring its untimely demise. Certain spells might briefly enable to effectively curb the tide of progressive degeneration to delay death, but ultimately, the Vessel's corporeal form cannot be indefinitely sustained through such extreme methods.

 

History

The God’s have very rarely used their vessels. Vessels throughout history have started crusades destroyed nations and ended bloodlines all in the name of their God.

Society

While most people exist complacently somewhere between good and evil, content to putter along in their dull lives exhibiting neither great heroism nor dastardly villainy, a vessel is never ordinary to anything more than passing observation. They may indeed go many years at a time without doing anything noteworthy, but they infallibly either prove themselves the most selfless and noble of saints or the most depraved and demonic of persons. Being as they have a far greater capacity for good or ill than mortals, there is ultimately little in way of grey about their personalities.

Godseed

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Godseed

Godseed’s are a new phenomenon in the World of Vala. They are humans that have both a divine spark and the potentiality to become the God of humans. Godseed’s will typically have domains associated with a prominent human emotion?

Physiology

Godseed are restricted to being human. They look like humans, although they tend to have more ideal bodies due to their godly blood, epitomizing the height of their mortal species and usually have traits carried from their godly traits. However, the biggest giveaway of their divine origin is the bright red, almost golden-colored blood that runs through their veins that resembles a godly ichor.

History

Godseed’s don’t have much of a history within the World of Vala. These beings have only appeared in the last twenty years. With the last twenty years of peace, the human mana pool in the world of vala was able to reach its peak. With the amount of human magic in the world, there must now be a governing source for this power that flows through the world. With this, a new human God must take the throne.

Society

Society does not yet exist for Godseed’s. Each Godseed represents a different aspect of humanity. When a Godseed finally ascends the throne of God humanity will change depending on the aspect of humanity that the Godseed represents.

Vaconics

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Vaconics

Remnants and constant reminders of the God of Destruction impact on the World of Vala. Vaconcis are cursed beings that are constantly fighting their destructive nature.

Physiology

Vaconic are seeds of the greater Vano that is a continuous threat to the world. A Vaconic typically appears larger and healthier than a creature of their background normally would but is otherwise indistinguishable from others of their race. In fact, aside from a subtle aura of unease or otherworldliness that they can project, the only distinguishing features a vaconic will possess will be there glowing uneasy eyes and the arcane mark employed to seal the power they contain. These qualities will become more pronounced with rage and can be passed down to offspring.

 

History

Vaconics were first used as a means to serve as anchors for the greater Vano’s grip on the world. It was later discovered that a host could channel a fraction of the God of Destruction’s power and many sought to weaponize Vaconics. It is unclear how much of their progenitor power a host can actually wield but it is clear that the level of hostility between the Vaconic and Vano directly impacts their ability to safely use their power.

Throughout history, nations prized and sought these Vaconics, often committing horrendous experimental acts to try and replicate them even. Vaconics are commonly thus referred to as the property of the state where they were born. In some areas of the world, they are usually made into weapons from birth and are designated so for their synergy with their inner beast or their inherent abilities to control and pacify them. Countries keep them like military secrets and they are not well treated in many societies, who call them cursed beings. In some parts of the world, Vaconics never know what true love or compassion is and further isolate themselves.

 

Society

Most Vaconics grow up in normal society and are usually kept close to people in power or those loyal to them to keep an eye on them; it is not uncommon for a Vaconic to be raised as part of a military. Whatever the case, a wise leader will go to great lengths to ensure a Vaconic is raised in a way to foster the Vaconic’s loyalty. However, due to the great power and potential danger to society that a typical Vaconic can pose should they lose control, they are generally feared and tend to become isolated from their people. Even the wisest and most dedicated leaders struggle to endear their people to a Vaconic and less diligent leaders often find themselves with a dysfunctional Vaconic of questionable loyalty (if they haven't wandered off entirely). Sadly, it is not uncommon for a Vacnoic to suffer severe abuse or other discrimination in their youth and become volatile, unpredictable, and extremely dangerous as a result.

In rare cases, hosts of entities of religious significance and are raised in monasteries or other places of seclusion. These Vaconics are seen as objects of worship; generally as a prophet or some kind of avatar or incarnation of the being they hold or a power that being is associated with. These Vaconics can vary greatly in temperament. Some are humble and spend their lives working to further some greater good. Others... well, with the right cult and the right culture, you can produce almost anything. Two things they all have in common though are a deep-seated wanderlust and a skewed worldview. They have spent so much time couped up and revered that they simply cannot wait to get out into the wider world. The trick is, the wider world is a very different place and they are rarely prepared for life away from the cult that raised them. 

Warlocks

Warlocks are Vaconics that have control of their Vaconic Magic. Vaconics have the potential to control their destructive power, but require intense training and sheer willpower in order to properly wield it. Whenever a Vaconic draws out a certain amount of there power, Vano’s very own psyche will fuse along with it, which usually involves an inner struggle between them as the Vaconic delves deeper into their Vaconic Magic. If a Vaconic were to completely give into Vano’s influence, the seed will take root and Vano would be able to walk the World of Vala.

The 8

The 8 are the 8 strongest Vaconics. They are all splinters of the First Vaconic. Within Vaconic history, the First Vaconic is considered to be the God of the Vaconic race. The 8 make up different aspects of the First Vaconic: Mind of God, Eyes of God, Voice of God, Soul of God, Spirit of God, Shell of God, Hands of God, and the Heart of God.