SkyGinge
Sad Shroom
Lore & Worldbuilding
This thread will contain all essential details about the world of this RP. It is imperative that you read through this before submitting a character.
The War of the Founders, The Draconic Nightmare and The Age of Heroes
At the dawn of history, a great adventurer called Reverus arrived on a fertile new continent, a continent which now bears his name. Aided by his superior weaponry and the brilliance of his three warrior sons, Reverus subdued the savage native tribes and performed many great and heroic deeds. As thanks for their loyalty, the now elderly Reverus awarded each of his sons dominion over part of the continent, allowing them the freedom to negotiate boundaries and choose their own territory. He did this as one final test, perhaps fearing what was soon to come.
Thus the three founding nations were formed. Sanghal the Brave, the firstborn, possessed the eastern plains – he was the mightiest of the three, ruling with an iron fist which maintained peace and stability in his lands. Jussane the Bountiful, the middle son, claimed ownership over the western hills and the diverse Aechon Archipelago, ruling his new kingdom with justice and generosity. At a glance, it appeared that the youngest son had drawn the short straw, claiming ownership over the harsh Zandrian Mountain Range and its associated lakes. Yet Ditan the Diligent had chosen wisely, knowing the land to be rich in natural resources. The three nations enjoyed peaceful relations and a robust, fair-trade deal which ensured their subjects flourished.
Some few decades after Reverus’ passing, the relationship between the three brothers suddenly turned sour. Records vary as to who cast the first stone, but soon the continent was ignited by the flames of a messy, brutal war. As the villages smouldered and corpses piled up, the severity of the violence attracted the attention of the Fell Dragon Khaima, a dark God of chaos and destruction. As nobles and commoners alike collapsed with exhaustion and sought to end the war, Khaima conspired to perpetuate it, corrupting both land and people and summoning horrific monsters to subdue the broken continent. Soon, everybody had forgotten why they were originally fighting, the first war overshadowed by the darkness of the days that followed. Fear and anarchy ruled over the continent of Reverus.
Eventually, their desperate prayers were heard by the Divine Dragon Xios, who had mercy on the suffering people and blessed a young, pure-hearted prince from each nation with unparalleled magical power. These three new heroes triumphed over Khaima in a climactic battle, sealing him away for all eternity. Then the heroes vanished, called to become Saints in the realm of the Heavenly Dragons.
In the centuries following the so-called Age of Heroes, new countries emerged, many which failed to stand the test of time. In reverence of Xios, the theocracy of Regal Nortalis was established, home to The Church of Xios, whose cleric missionaries brought life and hope across the continent. In the harsh deserts which once belonged to Sanghalo, an ambitious mercenary established The Free State of Merdiania, a meritocracy which overhauled the tried-and-tested feudalism of the other nations, creating a land where individual excellence is paramount. The boundaries between these nations would frequently chop and change, further conflicts and territorial disputes never far from the horizon.
Note: The following national lore is malleable to be moulded around your character ideas. I will add new locales specified in your character sheets to the map.
The Kingdom of Sanghalo
Sanghalo is the largest nation on Reverus, stretching from the swamps of Windermere and the forests of Faust in the north to the barren wastelands of Toth and the rolling Griffon Plains of the south, where wild griffons roam. Its power system is an absolute monarchy ruled by the royal Fortagon line, direct descendants of the hero Fabian and of Sanghal himself. The country is separated into seven regional districts, each with a largely distinct biome – Windermere, Faust, Skendr, Trodth, Griffon, Ashreicht and finally Axmouth, where the capital city of Fortagon stands. Each settlement is ruled over by a local lord, who reports to a regional baron, who reports to the King himself. At various times in history, several of these regions have enjoyed a period of autonomy away from Sanghal’s rule. However, under the rule of current King Damaron, these breakaway regions have once again been subjugated underneath a centralised Sanghalon rule.
Sanghal spirit is hardy yet dour, its proud people tilling ill-cooperating soil to survive its tough locales. Many of the continents best smiths can be found within Sanghalo. What the nation lacks in natural resources, it makes up for in military might, from the fearsome Griffon Squadron to its legions of infantry and foot soldiers. Having brought bickering barons to heel, King Damaron’s gaze has strayed beyond Sanghalo’s historical boundaries, fronting several successful campaigns into Jussanian territory and pushing the border ever further west. In recent years, the nation has suffered a blight which has lead to an upturn in crime and disorder, which Damaron’s harsh arm has been quick to snuff out.
The Kingdom of Jussane
Jussane is the second largest nation, spreading from the frozen glades beyond the peerless Northwall mountains through the verdant forests and fields of the south and across the waves to the islands of the Aechon Archipelago. Though still a monarchy, the royal family do not enjoy the absolute power of Sanghals kings – instead, legislation is passed only in council with a government of democratically nominated lords and ladies.
Founded on principles of generosity, chivalry and democracy, the land is rich and fertile, home to a variety of flora and fauna, including most famously the wyverns of the northern mountains. Its people generally enjoy quiet agricultural or seafaring lives.
Nevertheless, these founding principles are often confounded by convoluted legal tradition and the selfishness of many among the noble elite, whose kindness and generosity to their subjects is often only because compassion and goodwill will see them rise to greater power. Whilst its wyvern knights are still renowned across the continent, decades of peace and excess have turned its common people gentle, and therefore vulnerable to the ambitions of their neighbours Sanghalo and Ditania, who have encroached further across their traditional boundaries. Though the blood of the founder Jussane and the hero Quentin was once revered enough to make the royal Bellia family impervious to social challenge, the machinations of certain over-ambitious governors has introduced a growing anti-monarchic sentiment, which the kind-hearted King Adrik is attempting to snuff out.
The Dukedom of Ditania
With its tall valleys and towering mountains, Ditania’s landscape is as treacherous as it is beautiful. Though by far the smallest of the founding nations, it enjoys a booming mining industry thanks to the wealth of precious minerals hidden in its sprawling caves, alongside a long history of scholarship and industrial discovery. Most famously of all, it is the home to the Draconic Oak, the paper of which is used to bind the tomes by which mages perform their spells, and the wood of which is used to construct the healing staves used by clerics and bishops. The island within the immense Loch Vyre is also technically Ditanian territory, though as the site of the final battle against the Fell Dragon Khaima it has been render uninhabitable by magical destruction. Elsewhere, wild Pegasi graze in the valley of Verdania, whilst others have been tamed to be used by Ditania’s famous Pegasus Knights.
Having abolished the monarchy in 155 RC, the nation is governed by a council of regional Dukes, with an internal election every twenty-five years deciding the overall Duke Regent. The fragility of this power structure combined with the nation’s abundance of materials has led to many periods of internal instability. The most recent civil war lasted a bitter fifteen years and ended in a bitter stalemate. Rumours abound as to why the dukes decided to go up in arms against each other, but the exact reasons have remained a tight-lipped courtroom secret.
In the aftermath of the civil war, the surviving Dukes were allocated new lands to oversee, as is Ditanian tradition. Duke Claudio Proguer, descendant of the hero Roburdo, was named Duke of Etalus. As ruler over the region including the Draconic Oak, his is a weighty, sacred title indeed.
Regal Nortalis
Established in the aftermath of the Fell Dragon Khaima’s defeat, Regal Nortalis is a theocracy dedicated to the worship of the Divine Dragon Xios. Though it still has a king, a royal family and a class system similar to other nations, religious devotion is at the heart of the nation’s values – King Auxis Gazam and his trusted officials carry out much of the day-to-day management and legislation of the kingdom, but his word is subject to the approval of the Archbishop. Xios herself is said to slumber in the holy tombs beneath castle Sfanti, where the Church of Xios trains and commissions new cleric missionaries to spread Xios’ blessing of life and learning across the continent. Nortalis is also home to some of the continents richest historical archives.
Whilst perhaps originally founded on virtues of generosity, compassion and universal love, the Church’s dealings have become distinctly more capitalistic over the years. Nobles and commoners alike are drawn to the holy tombs in prayerful hope that they might be granted an audience with the Archbishop, who is said to be able to perform miraculous healings – if you can afford the price. The Church has also decreed a number of ‘holy crusades’ into neighbouring territory over the past century, crusades which involve purging villages of ‘sinners’ and claiming the territory for Nortalis. These incursions are difficult for Ditania and Sanghalo to police properly as the Church is still held in such high regard by the common masses that to act against them risks outrage.
The Free State of Meridania
Once the eighth district of Sanghalo, Meridania has carved out its own clear identity, founded on the principles of equality, freedom and of diligence. Though its arid dunes make for a harsh, unwelcoming habitat, its people have nonetheless found a way to survive, building an impressive waterway from oasis’s and underground springs which brings the water of life to its bustling cities. It is a nation built on the virtues of both might and knowledge, home to a great number of mercenary guilds and several universities, where the sciences of engineering and magic are pushed to innovative limits.
Though a meritocracy by letter of the law, family name still holds important weight in Meridanian society. Descendants of famous warriors or scholars will find success easier to come by than those who are total unknowns. Those who can perform great achievements will rise to the top of society, enjoying wealth, renown and status; those who fail will fade into obscurity. Though certainly ‘free’, it is a harsh, highly competitive society, a fierce crucible which produces some of the best warriors and scholars in all of Reverus at the cost of crushing many others.
Those whose achievements are without parallel will be offered a place on the ruling council of Meridania, The Five Masters, comprised of exemplary representatives of the nation’s most important industries and ventures – Master of Arms, Master of Science, Master of Commerce, Master of Sorcery, and Master of Order. For a long time, the struggle between might and knowledge has played out among The Five Masters, with a long-standing feud between the Masters of Arms and the dominant mercenary organisations they spring from, and the Masters of Science and the universities that produce them. For now, Master of Arms Chelech Meldiyv enjoys the most influence on the council, having lead several successful incursions into neighbouring Sanghalan and Nortalian soil.
Magic
In order to perform magic, you must be in possession of one of two different types of magical apparatus: tomes or staffs.
Tomes: Tomes allow a mage to perform anima magic, casting elemental spells. In order to perform a spell, the mage must first be holding a tome containing the name of the spell in one of the ancient languages of magic. Tome in hand, they must then incant the name of the spell. Lo and behold, the spell will activate. These spells are traditionally large in scale and destructive in nature, making practical usage outside of combat scenarios tricky, although there are occasional uses beyond the battlefield. Additionally, the written language on the tome will fade slightly with every spell cast from it, until eventually the tome is rendered useless. Whilst it is possible to re-inscribe the tome providing you know the magical language, a tome will still use magical potency over repeated use, rather like how a weapon is dulled and damaged over time. One way to remedy this is to rebind the tome with fresh paper from the Draconic Oak.
Whilst a mage is technically able to incant a spell of any element, each nation specialises in a different element, with each element using a different ancient language. Though academies in Meridania have started teaching a baseline understanding of all magical languages, nations have been reluctant to share scholarly secrets of their traditional magic element - after all, knowledge is power.
Here is the element each nation is proficient in:
- Sanghalo: Fire
- Jussane: Water & Ice
- Ditania: Thunder
- Nortalis: Wind (& Staves)
- Meridania: Earth
Staffs: Staffs are magical implements used by clerics of the Church of Xios. Crafted in secret within the Holy Tomb from wood imported from the Draconic Oak, each staff allows trained clerics to perform a singular magical feat. For most staffs, this function is to heal, miraculously curing wounds and illnesses alike, though other staffs are also in circulation. The ownership and distribution of staffs is controlled entirely by the Church of Xios, and the staffs will only work for those who have sworn by the Church's creed of conduct - namely, to use this magic in the utmost purity for the care of others. The exact method of creating the staffs with these limitations remains a tight-lipped clergy secret, though it is believed the process involves tapping into the power of the dormant Divine Dragon herself. Clerics undergo a mysterious initiation in order to be 'licensed' to utilise staffs, though they are drugged during the process to as to keep it a secret.
The Origin of Magic:
Magic is tied closely to the Divine Dragon Xios, and to the Draconic Oak. A magical tome must be made from paper carved from the Draconic Oak. A tome made of any other paper will fail to activate the spell. Likewise, staffs will only work if constructed from wood taken from the Draconic Oak. This makes both the tree itself and its products a valuable, finite resource. The tree and the garden built around it are both a sacred and commercial place, with dedicated wardens working in tandem with Ditanian artisans to ensure material is only taken from the Oak sustainably. The Draconic Oak regenerates faster than most trees, though still only enough for one annual harvest to be made sustainably.
Legends vary as to what caused this miraculous tree to grow. Some accounts say the tree itself is the grave of a great unknown Mage Dragon. Others say the Divine Dragon wept holy tears atop the mountain, which caused a lone sapling to grow into a magical tree. Others suggest that the tree is older than known history and was on Reverus long before the Age of Heroes.
TLDR: In practice, magic works like it does in the games, but each nation's mages specialise in a certain element. Also, big magic tree is important.
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