World of Vala Countries
Within The World of Vala, your country of origin is of significant importance. It may define several aspects of your character, including proficiency, attributes, and inherited abilities. As you begin the journey of creating your character, pay extra attention to how their origins may impact them throughout your adventures. While the World of Vala is a vast world of magic and wonder, players can only create characters from the large continent of Matu. Each of these eight countries is integral to the lore of the World of Vala and welcomes players to immerse themselves in the culture that presents itself.
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Country Description: 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.
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 includes 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 - Accommodation’s 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 spirit sanctuary where spirits can live in peace.
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.
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 the 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 of the city they often don’t concern themselves with governmental affairs fully and delegate them to the members of their council.
Society: Academia is the main goal of Alexandria. But underneath it’s pristine halls of knowledge lies a grungy love of fighting and the search for power.
Whenever a couple gets engaged instead of trading rings, they trade over druidic contracts with spirits. The spirits must consent, or the marriage can’t happen.
It’s seen as rude to close both eyes when talking to another person. If someone needs to blink, they’ll do it one eye at a time.
It is customary to tilt your head while listening to someone speak. This is done to show attentiveness.
When eating in a home it is expected to eat in a bowl while sitting on a floormat. Desk space is considered too valuable to utilize on eating.
It is considered in poor taste to consume a being that is the same type to a spirit you are bonded in. For example: If you bonded with a Cow, you probably shouldn’t eat beef.
Greetings: Alexandrians greet each other by summoning an orb of light between their hands for a few seconds.
Clothing: Fashion in Alexandria has a lot of diversity and fluidity to it but focuses on the use of runic symbols and flashy expressions. Being the first country to research awoken (spiritually alive) clothes and understand their impact on magic, this idea has had plenty of time to spread its influence through the region.
Architecture: Alexandria’s contemporary architecture is often admired for its simplicity, attention to detail, contemplative atmosphere, and palpable emphasis on material lightness and/or gravity. Alexandria architecture combines a rich mix of traditional design practices and spirit-modern aesthetics. The dialogue between these two is present in the integration of time-honored Alexandria architectural elements such as sliding doors and modular floor mats with cutting-edge design and technology. Alexandria architecture is at the forefront of investigating questions of micro-housing in its dense city, where the population outnumbers the available space.
Art: Alexandria art usually revolves around the themes of personality, dragons, landscape, and history. Paintings can be found decorating the walls of houses and art galleries; murals decorate the streets and public buildings; statues and columns, obelisks, and fountains can be found in many streets, cross-sections, and parks depicting tales, events, or people. Highly detailed and precise, paintings and sculptures are famous for their beauty, although infamous for how long they usually take to be made.
Their writing usually insists if fairly accurate details of their history as well as tall tales and great heroes of their nation. When it comes to technology, magical theory, and any new discoveries, they will go to pain-staking detail to accurately document anything they come across to ensure they have all information at its best at their disposal.
Their poetry tells tall tales of paragons of virtue protecting the Arcanum, great adventures that set out to explore the world, tragic heroes that fall at the hand of evildoers, or even saddening stories of broken dreams and shattered ambitions.
Their music is hauntingly beautiful, using instruments like violins and cellos, flutes and pianos, drums, and bells. Alexandria’s music strives to create various tones. Melancholy and Sadness, Empowerment and Pride, Awe and Wonder. Although not common, bards and troubadours do sometimes sing along, telling tales and poems.
Due to the gang culture in Alexandria fighting for entertainment is as important as high art in the metropolitan area.
Arena shows and circuses are free of charge once a week, offering entry and several shows like prize fights and theater plays to even the poorest citizens..
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Country Description: 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 with 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.
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.
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.
Cities: There are 9 large cities located in Hellion.
Hesperia: Notable for its lush public gardens, the back of Hesperia sets 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 larger rivers 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.
Seneca’s 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: 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 ownership to participate in the local government.
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 ownership to participate in the local government.
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.
Hellions are very demonstrative and affectionate. They stand with their shoulders touching during conversations. Taller individuals will often drape their arms over the shoulders of their shorter friends and associates.
Nonverbal communications are subtle and formalized. All citizens were taught at least basic field signs during their two years of service. “Yes” is signified by a slight upward nod of the head or a “thumbs up”; “no” is a slight downward nod of the head or a “thumbs down.” The “O.K.” sign is a rude gesture.
Punctuality is not particularly important in Hellion. Being up to an hour late is not concerning at all. If you are more than an hour late, you should have a reason.
Hellions always begin business meetings with general conversation, as they want to get to know you before they will do business with you. Trust is a major ingredient for acceptance and is much more important than qualifications, expertise, or performance. Hellions may be slow to trust foreigners.
Meetings are often forums for expressing personal opinions (usually contrary) or to inform the group about what is taking place; they seldom have a formal agenda. Consensus is important, and meetings may last or be reconvened until unanimity is reached.
Hellions dislike written communications. They are stiff and formal. Personal, face-to-face contact is vital to communication.
The official workday starts early (at or before dawn), ends at lunch, and may start again in the early evening.
Hellions are extremely generous hosts. The person who extends the invitation pays.
Greetings: At a first meeting, shake hands with everyone present, even children. Shake hands again when leaving. Good friends are most likely to embrace and kiss.
Clothing: Clothing in Hellions primarily consists of the chiton (a simple, typically knee-length garment secured at the shoulder with buttons, pins, or brooches and fastened at the waist with a belt) and chlamys (a cloak made from a single rectangle of cloth). The chlamys is often worn alone by the young. Common clothing is plain white, typically wool, sometimes linen. Occasionally incorporating decorative borders, elaborate design, and/or bright colors, but these are less common. The shoe wear is sandals, slippers, soft shoes, or boots when out, but at home, they usually go barefoot.
Architecture: Most buildings are square and made of baked clay bricks covered in plaster. Masonry is usually mortarless, although bitumen (a roofing tar-like substance) is sometimes used. Large structures take the form of a Ziggurat (often with a shrine on the top-most level) and are constructed from massive stone blocks. Most buildings are unadorned, and windows are often just arrow slits. Ceramic sinks and tubs are common in private residences, as are showers and latrines. Spiral staircases are common.
Art: Architectural friezes, sculpture, painting, pottery and jewelry making are the most common forms of art. Stone, especially marble or other high-quality limestones, is the most common material, but bronze is more highly prized. Glass paste, glass, and precious and semi-precious stones are frequently used for detail such as eyes, jewelry, and weaponry. Terracotta and wood can also be used, always painted, but they are fragile and do not stand the test of time. Heroic figures and battles are all very common subjects.
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Country Description: 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.
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.
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, the humans back will rip open for the final time, 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?
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 a hundred feet from the entrance to the main shaft. Across a wide street (two ore carts cam 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, 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.
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.
The Nine Ways
Community is better than alienation.
Courage is better than cowardice.
Freedom is better than slavery.
Honesty is better than guilt.
Honor is better than dishonor.
Knowledge is better than ignorance.
Realism is better than dogmatism.
Vigor is better than lifelessness.
Strength is better than weakness.
Ikaran’s describe useless things as “shale” (A barrel of spoiled fruit would be referred to as a ‘shale’s bunch’). Poor things (ranging from weather to business conditions) as “copper,” average things as “silver and gold,” and exceptional things as “platinum.”
If a person wishes to marry, they must first ask the parents- for permission. The parent’s then tests the person’s measure by setting him a few tasks. If they are completed to the parent’s satisfaction, they give their permission for the person to ask their child for their hand. If they accept the couple wears matching silver bands on their left thumbs.
There are no ‘taxes’ as such in Ikarus. Most individuals work for the company and are therefore paid by the company, it would make no sense to demand a portion of this pay be returned. Those that run their own businesses do so on company land and pay rent for its use.
Greetings: Ikaran’s quickly and efficiently tell each other who they are, how long they’ll be here, what they want to do, and if they will in any way have to interact again during that time. When speaking to someone of a lower rank than you, you would use the word Yunaris it’s Ikaran slang for “Hi, I’m better than you, but I respect you.”
Clothing: Ikaran fashion skirts the line between decorative and practical. A safer bet both for one’s security and pollical importance is runic armor in the dangerous world of the underground and even more dangerous realm of Ikaran politics, many choose to wear dark runic gold plate armor. As they are master of smithing and craft, it’s no surprise that their work is often beautiful and ornamented with gems that are excavated in the mines. When it comes to decoration and aesthetic, the Ikaran people are fond of geometric ordered shapes and bright colors. Wearing makeup is another popular tradition for people in Ikarus. Makeup can be a strong indicator of social standing. The quality and rarity of one’s makeup uncommon hues and consistencies are prized speak volumes of one status.
Architecture: Due to the plentiful nature of gold underground, the cities of Ikarus shine with a golden glow. Every inch of the cities is plated with Gold and other jewels.
Art: Ikarus artisans are part of the various smith guilds that call this place home. Their work is used in both stonemasonry and for purely decorative effect. Their style is usually carving, but some painters and potters have come from the ranks of the Ikarus artisans. Ikaran’s sing a lot, mining songs, drinking songs, wedding songs, festival songs, etc.
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Country Description: In Kirin the hostile land is home to a group of people who believe hospitality is very important. Despite the harshness of the world, room for guests is always considered when building a home, and tables are always set with an extra plate or two.
Geography: There are two major regions in Kirin; the savanna in the northeast, nestled between the Wandering Stone Mountains and High Guard Mountains; and the vast veldt of the southwest.
Veldt: The Veldt is a wide-open rural landscape covered in grass and low scrub with very few trees. Frost, fire, and grazing animals allow grass to grow but prevent the growth of trees.
Kaya River - Throughout the coast, there are impact craters from the meteor strikes that ended the Age of Legends. The craters create well-protected bays.
Halcyon River - The major agricultural production center for Hellion, these wetlands are rich with natural resources necessary to the nation, most notably oysters.
Mount Kahn - An earthen dome covered in thick vegetation and with a long, well-maintained road winding around it. Villages dot the mountainside, and a grand temple sets on the summit. This mountain is a long dormant volcano.
Savannah: 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.
Taj Mountains - A small chain of mountains running along the northern half of the western border of the savanna.
Cities: There are 7 large cities located in Kirin.
Mara: Just outside of Mara, there is a massive glassworks. The windows of almost every building in the city have glass panes that let in copious amounts of sunlight. The fine white sand gathered from the beaches is ground even finer in an old mill on the glassworks grounds to produce nearly clear glass. The airy windows and wide winding roads give the whole city an open, spacious feeling. While the harbor is bustling, the rest of the city enjoys a more relaxed pace.
Kahuzi: Kahuzi has a large library complete with translations of books from other cultures, as well as original manuscripts. The broad streets are laid out in a grid-like pattern. A series of watchtowers circle the edge of the city.
Bunda: Bunda 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, at the mouth of Bone Speckle river.
Daggar: The Daggar Observatory sits high atop a rocky tor at the south end of the city. Much of the southern half of the city is dedicated to scholarly pursuits. The north houses more factories and warehouses. While the main roads are laid out logically, side roads twist and turn seemingly at random.
El Tarra: El Tarra’s streets are mostly straight, one or two following the river and one arc along the edge of the old town (a remnant from when the city was much smaller). The fountain in the town square is fed by a natural spring. The bells of the clocktower can be heard thought-out the city.
Butobo: Butobo was built along a bed in the river in three distinct phases: a modest fishing village, a bustling trade hub, and finally, a wealthy city. Larger houses ring the warehouses and shops that ring the docks and small homes of the original village.
Boende: Situated amid sprawling hills, Boende is home to numerous windmills. Occasionally houses or shops have been built directly into the hills. At the center of the city is a large public garden, which boasts many songbirds year-round and a massive swarm of fireflies in the summer.
Government: The Hosts, leaders of democratic semi-military communities, do not swear allegiance to the king/queen. Rather they pay an annual tribute to them for the privilege of self-governing. Princes who rule a community do swear allegiance to the king. The Host, the judge, the scribe, the lesser officials, and the clergy are all elected by the community. The people and territories are subdivided into regimental and company districts and village posts. Each settlement, alone or in conjunction with neighboring settlements, forms military units and regiments of light cavalry and can respond to a threat on very short notice. Princes often appoint important positions under their authority but allow lesser positions to be elected. Any territory can remove its prince by sending him, alive and unharmed, to the capital with ten thousand.
Society: The strength of the overall group through the collective strength of their individuality is paramount to Kirin society. As the unofficial nation of vaconics all vaconics are granted citizenship underneath the ruling Folgore-Talon family.
It is tradition to light a new fire from a torch from each side of the family when a couple gets married.
In Kirin, it is tradition to prevent a newborn baby from touching the ground with its bare feet for one year.
You must gift a newborn baby symbolic items representing each of its family members. It’s supposed to create and strengthen bonds.
If someone wishes you good luck, never say thank you. The correct answer is To the fires with it! Meaning you do not need luck. You have skill. Luck is a fickle and unreliable beast. (Many unruly horses are named luck or some variation of it.)
It is bad luck to leave empty bottles on the table, especially alcoholic beverages. Put them on the floor instead.
If your neighbor or friend brings you a dish of food, you shouldn’t return it empty. It bears ill tidings.
It’s unlucky to rename your horse
Vows taken on horseback have special sanctity and should never be broken.
Dreaming of a white horse is considered a death omen.
The horseshoe or crescent moon shape is seen as a sign of good fortune and fertility.
Greetings: The following are greetings common in Kirin:
Kirin’s never bow or curtsy when greeting others; they only nod their heads.
Greeting and farewells are never done in or across a doorway.
Among friends and family, every greeting, especially after a long separation, is made with a hug and kisses on both cheeks. Kisses are also used to greet each other on the holidays.
Only ask about things you wish an honest answer to. If you ask a Kirin how they are or about their health or family, they will tell you, and it is considered rude not to listen.
Clothing: The most common top is a simple, long-sleeved tunic that is mid-thigh or longer and slit to the hip. The neck can be slit as far down as the waist and secured with buttons or laced up. Embroidery is standard around the neck, hem, and sleeves but may be done throughout. Vests are popular and usually have small pockets on the sides. They are generally heavily embroidered or otherwise embellished. Jackets range from waist-length to knee-length and sport any sleeve length and are more common among men. They are usually embroidered either down the front and on the cuffs or around the hem, neck, and sleeves. Due to the prevalence of horse riding, everyone wears baggy trousers gathered in tightly at the ankle, called Salvar. It is fashionable in some areas for the gathered section to start just below the knee and be wrapped around the calf. Socks may be worn over the trouser legs in this case, or the legs can be covered in a ribbon of cloth.
Architecture: Buildings are generally brick, covered inside and out by a material made of marble, lime, and plaster. Murals, frescos, and mosaics are common; almost no building goes unadorned. Most buildings have high ceilings and elaborate private gardens. Multistory buildings will have exposed-timber balconies and a pleasant view. Domed, tiered, or garden rooftops are all a common sight. Mosaics are replacing carved decoration in important public structures as brick and plaster are being used in addition to stone. Windows set with thin sheets of alabaster, and elaborate courtyards are common.
Art: Epic poetry glorifying military feats and bravery is often written out in calligraphy and hung like a painting. Simple watercolor paintings of famous battle sites, both after the battle and in present time, are immensely popular. Anyone that can afford to own one does so. It is preferred if a relative fought in the battle represented.
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Country Description: 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.
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 TeGple 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.
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
The Chasm of Love: Formerly the Mountain of Love, the highest point in the continent of Matu. Destroyed by Sentinel, the drudic hero in a battle with malevolent forces.
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 Chasm 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.
Netherrealm - The only known portal to the neterrealm exists at the bottom of the Chasm of Love. Due to this the Chasm of Love is guarded 24/7 by Luloba.
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, and the headquarters of Sentinel, the College of Heroes.
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 Chasm 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.
Society:
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.
Sporks are the standard dining utensil.
Armor counts as formal clothes in Luloba.
If served chocolate, it is rude to eat it too fast.
Among Luloba, nobility, status, and appearance are set above all things. Luloban culture is renowned for its infighting, with every family engaging in what is known as the Game of Wolves. The object of the Game is to one-up rival nobles. Every Luloban of noble birth is subject to their peers’ manipulation, if not as a player, then as a pawn, and the only way out is to die. The goals of the Game are personal prestige, reputation, and patronage, and its “rules” are as simple as “anything goes.” Nobles often employ assassins or, more often, bards to accomplish these goals. Social engineering is also important in this aspect of Luloban culture, and necklaces, elaborate dress, and social engagements are important tools to further the Game. The lower classes of Luloban society also attempt to participate in the Game, even though it would be assumed they would view it with contempt. However, despite the Game offering a veneer of genuine social mobility through accumulated wealth and patronage, with the ultimate aim of a title, the chances of this happening are, in reality, very slim.
Greetings: Citizens in Luloba do not shake hands but grasp each other’s forearms. In Luloba, greetings are customarily delivered as questions from both parties involved. Guests and those lower in the social ladder generally ask first. The longer one extends the question game, the more polite or formal you’re being. Generally, though, a single exchange of questions is considered sufficient.
Clothing: Clothing in Luloba is inherently complex. They are made of rich dyes, complex patterns, and fine fabrics. Rare colors and materials are used to imply wealth and status. Most citizens often lean towards flowing layered garb.
A bare neck in Luloba is considered gauche, especially in the presence of a foreigner. Lulobian nobility, and those who serve publicly, are prone to wearing very intricate as opposed to simply gaudy – necklaces in public. These necklaces are hereditary and identify one’s family and social class almost as unique as the heraldry on a crest: a family might be associated with a wolf crest, and matching wolf necklaces will identify them in public. Retainers and servants wear a simpler form of a family’s necklace. Family symbols are well-known among the Luloba public, and anyone attempting to wear a necklace that doesn’t belong to their house runs the risk of a beating if discovered.
Architecture: Luloba architecture is heavily influenced by the secular Gothic Style. No expense is spared for rich materials for prominent buildings, and architects do not shy away from color. Red, gold, and white, in particular, are district colors of the nation. White marble with gold detail is a signature style for interiors. The impression is the biggest goal; it does not matter if a building is weak, so long as it does not look weak. Even the smallest objects are built with flair. It is not uncommon to see religious iconography in secular buildings. The God of Hope, the God of Trickery, the God of Love, and the God of Oaths are figures that are frequently incorporated into ornamentation.
Art: Their Art is particularly prized in Luloba and has been a focus of Santana Samoon Atlas’s reign, which has inspired something of a cultural renaissance. The sphere of theater is a close reflection of the political climate of the country. Many a social scandal will even find itself immortalized as a play. The Grand Luloba Theater in Lobera is an important place of entertainment and an important representation of Luloba’s cultural heritage.
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Country Description: 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 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.
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.
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.
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 Duchy’s capital, Nimbus, has been described by mortal 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 thevalley 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.
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.
Spherians tend not to initiate eye contact with those of higher social standing as a sign of respect. Wealthy Spherians rarely make eye contact with their servants. However, when speaking with an equal, it is important to maintain eye contact while talking; otherwise, Spherians will think you are hiding something.
Personal relations are carefully maintained with loyalty highly valued, especially in families.
Names and appropriate titles should be used until one is specifically invited to use their first name.
Spherians are very expressive and frequently gesture while speaking.
Punctuality for business meetings is expected, and delay is seen as rude. However, being up to half an hour late is perfectly fine at social events.
Drinking without eating is rare. Hard-drinking is unusual and not appreciated. Even mild intoxication is considered impolite.
Burping is considered highly vulgar.
If giving gifts, quality is of the utmost importance. A single glass of fine wine or piece of quality chocolate is preferable to a high quantity of mediocre sweets or wine.
Spherians talk with their hands a lot. To avoid accidentally hitting someone in a moment of excitement, they tend to stand at arm’s length, even for intimate conversations.
Never wish a Spherian ‘Good luck; it’s bad luck. Instead say ‘Into the Dragon’s mouth,’ they must respond with ‘Let the Dragon die.’
Greetings: In the first introduction, a handshake is usual, although not necessarily firm or a measure of strength. Spherian’s greets friends and acquaintances with two light kisses on the cheek, first on the right and then on the left. The gesture is repeated upon leaving as well.
Clothing: Citizens wear a knee-length tunic, either sleeveless or short-sleeved, with a wide shawl-like cloak over it. Rich or influential people will dress in a long toga. People also wear a longer (often ankle-length) tunic under a neck to ankle stola, high-waisted and fastened at the shoulders with clasps. They accessorize with jewelry and make-up, strong perfumes, and elaborate hairstyles. Colors are used to indicate rank. Only the Princeps Senatus can wear a solid purple garment, and only the Senators can wear attire with a purple border. Reds, yellows, blues, greens, and browns are all very common. Black is less desirable but not difficult or expensive. Dark blues are popular among the wealthy, as they look similar to purple. Many people will wear the colors of their favorite gladiator.
Architecture: For safety reasons, no building in Spheris can be taller than seven stories. Most buildings are only one or two stories tall, made primarily of brick faced with plaster and marble. High domes have become the norm in temples and government buildings. Columns, mosaics, and frescoes adorn most buildings, inside and out. Spiral staircases are a common feature, as are hypocausts, an underfloor heating system.
Art: Stone carving and statuary of heroic figures, busts, and historical moments are the most common forms of artwork in the nation. Bird motifs are also common, as are alligators, bears, and lions. It is rare to find insects depicted in Spheris’s artwork as they represent death, illness, and nature (nature is to be conquered and put to use serving the needs of people). Sex scenes are often kept in private collections but are considered scandalous to display. Paintings are rare in Spheris as canvases can draw moisture. Tile mosaics are used to portray landscapes in homes and civic buildings. Nature scenes can also be painted directly on walls in drier areas.
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Country Description: A void-covered dark mountainous region dominated by an ever-present pure darkness. Strict law and tradition dictated by the ruiling Caligo family, tempered by military pragmatism, define most aspects of life and conduct in Nocterra. Strict social etiquette is observed among the wealthy and politically active. A rising spirit of rebellion is constantly occurring in Rokander. Due to this, marshal law is frequently employed to crack down on any potential rebellion.
Geography: Nocterra is separated into three different regions: the Megacities, Hollow Roads, and the Badlands.
Megacities: Due to the never-ending darkness of Nocterra and the dangers of the Badlands most of the citizens of the Dominion of Darkness live in one of the three megacities. That exist in the three different entrances to the Hollow Kingdom.
Magitech - Due to the lack of light in Nocterra a new sort of technology was created known as MagiTech. A unique form of tech that is powered by synthesized form of magic crated by the Magistarium in Nocterra. MagiTech is found in large quantities within the Megacities. Magitech is used to build superstructures, skyscrapers, and are the source of the glowing neon lights that are found all throughout the megacities on both the buildings and on individuals themselves.
Hollow Kingdom: The Hollow Kingdom is a grand network of enormous underground tunnels partially collapsed tunnels that once belonged to the old Land of Earth. It spans the length of the entire Dominion of Darkness.
Gold Vein’s - The Hollow Kingdom is the main source employment within Nocterra. The poorer residents deep dive into the dangerous Hollow Kingdom for a shot at a better life. Often sponsored by richer patrons the miners are constantly on the lookout for both gold and a better life.
Badlands: The Badland region encompasses the entirety of Nocterra. Due to the ever-present void the badlands represent a great amount of danger to the citizens of Nocterra. Many citizens fled from these areas to find shelter and employment in the megacities. Despite that many denizens have carved out a life in the badlands with the use of several different specialized equipment including the ever useful “R.A.D.”
Nortern Tundra - The Northern Tundra is the only known entrance to the Void. Because of this – the tundra is regarded as unlivable. Lying almost directly on the northernmost point of Nocterra, the Tundra’s temperatures are nearly twice as harsh as any ordinary arctic environment, with temperatures during the summer season clocking in at -45°C / -49°F, going as low as -70°C / -94°F in the peak of winter, with an all-time low of -93°C / -135°F; all of these measurements exclude the brutal windchill. With no break in the snow, only seasonal and day-to-day intensity, the Tundra’s terrain, flat in some places and hilly in others.
Voidwells - Imagine a place–well, more of a thing, really–where there exists nothing except for the potential of something. A place outside of the bind of space, and time, and death, and gravity, and logic, and light. A place overflowing with its own potential. That’s The Void.
Void Everywhere - Due to the void creeping all over the badlands only void mana can be used.
Cities: There are only 4 major cities in Nocterra. Each city is characterized by it’s amazing technological advancement and immense poverty.
Tartarus: The capital of the Dominion, with a population of 20 million, wide streets and dense urban skyscrapers which are home to millions of residents. This metropolis is considered a thrilling and exciting location to visit, as well as an interesting and vibrant place to live for those of means, and a hellscape to the city’s disenfranchised.
Heart City: A megacity of 5 million built over the ruins of an ancient tribe known as the Green Hearts. Heart City is the home for metals and wood for the Dominion of Darkness. With a supernatural forest that surrounds the city Heart City is possibly the safest of the Dominions megacities from attack.
Oro: A megacity with a population of 6 million. Oro was the original site of a village in which the God of Death murdered all 5000 of the citizenries before rising them back to life to join his undead horde. Due to it’s blood-soaked origin rebellion against the government are a constant occurrence as well as aggressive crackdowns on it’s population. Oro leads to one of the more dangerous portions of the Hollow Kingdom.
Necroplois: A city created in secret by the God of Death, Rokander. What he created it for remains a mystery but with his disapperance it has become the main home for the Caligo family as they only allow the elite to enter.
Government: With the disappearance of Rokander, the nation has been taken over by the Caligo family an ancient family of prominence. The family allows corporations and other large families to rule entire sections of the dominion for a price.
Society: Society within Nocterra is divided amongst economic lines. With the poor suffering as “wage-slaves” propping up the higher classes expensive way of life.
It is tradition for people to light their homes with only candles once a year.
It is tradition to break all the mirrors in the house of somebody after they die. It’s supposed to help
It is believed that when people die, their aura lingers for a time in our world, and world, and if you say their name you can cause the aura to ling longer and reduce their ability to cross over to the next plane.
It is customary to poor a sip of wine on the body of a deceased person that you were close to. The wine is considered a last drink amongst friends.
Due to the ever prevailing darkness of Nocterra to ensure that everyone is constantly accounted for every piece of cloth is interweaved with MagiTech in order to give off a neon glow.
Bowing your head as greeting to an elder or superior is a sign of respect.
If someone has cooked food for you, you are obligated to sit down and eat.
It’s generally considered rude to bring your work with you to the table. Rest and relaxation especially in the company of others, is considered important for personal wellbeing, which in the Land of the Dead has immediate ramifications for everyone involved with the person.
In regards to food, meals tend to be set out communally and taken by each person as they desire, but there is a social expectation to only take up to a minimum of what you need until everyone has been able tot take at least some of what they like, and all of what they need to stay healthy and happy.
Greetings: Rather than shaking hands brushing knuckles is the standard greeting of two equals. If one person wishes to assert dominance over the other, they will take an offered fist between their two palms and shake it. A common cultural greeting amongst friends is simply “light be with you.” To which, the expected response would be “And also with you.” When greeting an enemy, a particularly nasty and openly hostile way to greet them would be to say, “Darkness take you.” If the hostility is reciprocated, the expected response might be “And also take you.” When greeting a stranger, a more neutral greeting would be “share my light.” Due to everyone’s clothes giving off forms of light by inviting someone to share your light, what you mean is that you are open to them approaching and having your light shine upon them.
Clothing: Clothing in Nocterra is dictated by continued darkness of the country as well as the clear divide between the upper and lower classes. While the poorer members of the populations fashion is inspired by countercultural outfits (such as: trench coats, combat boots, shiny-spiked leather clothes) the upper class distinguishes itself by their brighter contemporary aesthetic (elaborately designed pantsuits, mini dresses, and heavy silk coat all embedded with circuity resembling artistic embroidery.) Both the lower and upper class of the land of the dead rely on MagiTech neon lights embedded into clothing or accessories to in order to move through the darkness of Nocterra.
Architecture: Architecture in Nocterra is bleak towering and completely the corporate elite of the Dominion of Darkness. The skyline of the cities are steel megastructures that covered in neon light on all angles. Creating a unique shadowy neon film over the cities.
Art: MagiTech is the intersection between art, cybernetics, and magic. Nocterra’s MagiTech augmentations look like neo-classical art while brain jacks look like artistic tattoos instead of plugs in your head. VR goggles are fashionable visors instead of boxes on your head while MagiTech exoskeletons resemble art structures more than bulky wearable teach. MagiTech eyes are deliberately designed to be beautiful and make the user stand out. MagiTech as art has pushed the boundaries of tech, art, and magic. Music is extremely important to the denizens of the Land of the Dead. Within the tunnels of the Hollow Kingdom music is utilized to keep track of friends and co-workers. In the megacities there are grand phantasmal orchestras made of music, light, and story. Music calls images of great heroes and strange spirits where they dance and fight across the darkened skies of Nocterra.
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Country Description: 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.
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.
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.
Gyokyo: 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.”
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.
On a new year a hollow clay statue is made by each family to take in negative feelings. And is smashed by the head of the families at the end of the year to let in good energy.
In autumn in Thera the residents hold ancestral pageants. Lanterns are lit on the streets to illuminate the statues of ancestors and families drape their statues in colorful cloth and hire actors to stand by them at night to enact momentous events from their lives.
Greetings: Bowing is customary. The person of lower status bows lower, though both bow. Theran’s enjoy sniffing the air close to one another, as they can smell things about the other that informs them about each other, like what they ate, where they have been, or in some cases even if they are feeling well.
Clothing: Theran fashion attempts to fuse the elegance of the sea with the practicality of living miles underwater. Due to the need to not wanting anything to slow them down most of the clothing is minimal. Theran’s aren’t afraid to show off their bodies and celebrate their appearance. This gives their fashion an extraordinary allure. They dress to accentuate their bodies utilizing material from the sea.
Architecture: Theran’s have lived in the region for thousands of years. Earthquakes are no more a surprise to them than are the feeling of the waves None in Vala match their sheer creativity and expertise in building to withstand these events. Theran’s tastes have also proven to be remarkably stable over time, showing a clear preference for designs that mimic the rhythm and shapes of the natural world. The old architectural styles of the Old City have been lost to time, replaced by their far more adaptable style of building - though one as transient as the oral traditions they rely on.
Art: Thera is also famed for its art. The sculptures of artisans, which usually have religious content, are the most prized and sought-after in all of Vala, especially within circles of nobility who would pay exorbitant prices in order to have them. Exploration is one of the biggest forms of entertainment within Thera. Searching the depths for treasure, mystery, and adventure.
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Country Description: Verdun it is an anarchic proto-state formed by pirates that served against the God of the Dead. A large walled floating city state. While ruled by those with the most wealth the laws of Verdun are upheld by the Coterie, a council of pirates and independent representatives of various criminal organization that forgo a wage.
Geography: Verdun is a walled mile sized city state. The location is never consistent as the island itself is constantly in motion.
The Walled City of Verdun: While only a mile in size Verdun is packed with several different features that are unique to this giant floating ship.
Black Stone - The buildings, streets, and walls of Verdun are made from black stone that seems to drink the light making the city appear to be a dark and gloomy Structures include bazaars, halls, palaces, and temples.
Cities: Verdun itself is a floating city state.
Verdun: The largest port in the world. Bustling, busy, and boisterous, this city is not for the faint of heart. The uncaring crush of travelers and traders flows through the city night and day. Verdun is home to a sprawling marketplace. Even so, street vendors will set up shop anywhere they can to hawk their wares.
Government: The government of Verdun is run by a group of criminals called the Coterie. At least one member of the Coterie must sign off on a major contract for it to be legally binding. As the Coterie do not and cannot have wealth of any kind they cannot be bought or bribed. They are housed in simple but comfortable accommodations in temples and government buildings.
Society: Despite giving the impression that there are not many rules in Verdun. The people have built a set of customs unique to their situation.
The host will clear out the room to set up feasting tables while also setting up galleries of all their grandest treasures to show how great they are. The feast itself consists of exotic goods and rare delicacies, fresh meats, and vegetables from all over the World of Vala.
When being served by a host, the guest eats with their hands, or more rarely just a knife. Making a huge mess indicates to your host that you enjoyed the meal and took advantage of their hospitality, which makes the host appear generous. Being too delicate or clean indicates you’re concerned about the host’s capacity to keep their ship in order and is considered an insult.
Drinking is a big part of Verdun culture. Novice sailors’ binge on an alcohol distilled out of the coolant systems of some more advanced ship. They’ll also happily pass around hallucinogens and other illicit substances with large pump like devices that plug into a respirator mask.
It’s tradition to attempt to kill the host after every party. A feast without at least one attempt on the host’s life is considered dull and reflects poorly on the host. How impressive can your position be if no one wants to take it from you?
To help prevent eavesdropping, servants are required to wear bells on their clothes.
Greetings: The most common form of greeting is clasping each other’s hands. It’s often da way to receive gifts or bribes. In order to say goodbye an individual from Verdun will gently punch the other’s chest and say, “I wish you great conquests.” It is usually said simply as “great conquests”
Clothing: The garb of the cutthroats and criminals of Verdun are iconic throughout the sea. This garb sets them apart from most other seafarers. While it may occasionally include thick coats and even solid leather portions for armor, it’s primarily intended for general sailing and concealment of items. The visual aesthetics and condition of the clothing can also tell you much about the individual wearing it.
Architecture: Sun-baked mud brick and stone, usually limestone, sandstone, or granite are the predominant building materials. Most buildings are strong, low structures with a rectangular ground-plan and sloping walls. Outside the buildings are solid and fortified, carved with murals and painted brightly, inside they are airy and opulent, full of columns and arches. Statues and monuments are often built into public buildings.
Art: There is only one type of art valuable in Verdun and that is the Art of the steal. Creating precious works of art can be saved for the people who aren’t strong enough to take what they want. Precious artifacts from other countries are usually displayed throughout Verdun. Due to the nature of Verdun these artifacts are rarely not stolen. Verdun is a never-ending party. Food, music, dancing, illicit activities, enlightenment and all forms of debauchery are commonplace and encouraged. In Verdun they love living, their hearts burning with the passion that only fiercely alive beings can know. Entertainment and pleasure are holy and in some instances mandatary.