Post by Myrdraxxis on Sept 30, 2011 22:18:31 GMT -5
Arcia
The Republic of Arcia occupies the territory that was once old Megolin. When the supernation fell, the magic-supporters claimed their ancestral homeland and established the new nation. Arcia is a land that, while tying its roots back to Megolin, little resembles the old nation. Arcia is technically a Republic, yet also a Magocracy, as all of the Senate is made up of ruling Archons, mages of significant power.
Arcia is a nation that devotes itself to its magical roots. Their technology, weaponry, airships and more are all magic powered. Many Arcian cities utilize arcane power in their basis, building powerful leylines into the base.
The capital city of Arcia is Kyros, the City of Light, a place that is considered to be a wonder of the world. Kyros is home to the Senate of Arcia, and is the second largest center of magical knowledge in the world, second only to the ancient Morah Academy in Altinor. The city itself is a feat of magical ingenuity. The lower part of the city is built on old Megalo-mesbaria, the capital of Megolin, and stretches for miles with gleaming spires and buildings to the sea. The upper city is a series of large bridges and tiers that floats above the lower city, magically suspended.
Arcia is a land of shining white stone buildings and towering pyramids, floating cities and lush lands. Arcia’s people are all generally magically inclined. As such, many Arcians become powerful mages, researchers and scholars. Many powerful artifacts and enchanted weapons come from Arcia’s Artificers.
The Arcian Military is comprised of the Navy, a vast fleet of arcane airships, the regulars of the Arcian army and the legendary Arcian Battle Magi, a legion of specially trained warriors, equally powerful in martial and magical combat. The Battle Magi are the elite of Arcia, scholar warriors that train in vast pyramids. The Battle Magi are considered legendary and almost inhuman. As such, they tend to not interact much with the general, instead dwelling in their fortress-pyramids. Within the Battle Magi exist certain lodges or fraternities. These are usually based magical specialization within the Magi. For example the Coridae lodge is a lodge of Magi that focus on powerful, explosive power. Coridae Magi are often called for assault and front-line combat.
Vaer:
Imperial Vaer is the second nation to emerge from the Megolin civil war. Unlike its neighbor Arcia, Vaer rose from the anti-magical faction of the war, and its society reflects such. Vaer is located in the territory that was once the Hyddick Confederacy before the Separation. Vaer, unlike Arcia, is led by the Vaerian Emperor Lukkas Dareon, who’s family has been ruling the nation since the war hero Luther Dareon first lead the rebel faction in the civil war. The Dareon line is loved and respected by the people of Vaer.
Vaer is a nation that relies solely on technology and mechanical advancement, shunning magic entirely. Vaer’s technology, instead of magical power, runs off of steam and diesel power. Vaerian citizens are proud, patriotic and innovative people who pride themselves on their technology and advancement without magic. In fact, most Vaerians distrust and outright despise magic. Vaer is a nation of large cities, labyrinths of streets and high towers that hold large populations.
Vaer borders both Ceberus and Nostia, and has a very diverse climate. Southern Vaer is an arid land that is sparsely populated, with a few large cities and outlying settlements that always must watch for raids from Hellan pirate raids from the south. Southern Vaer supplies most of the nation’s fuel supply, and is closely guarded by the military. Northern Vaer faces the frozen north of Nostia, and is a colder, mountainous region that is home to the Northern Guard, a special regiment that is dedicated to safeguarding the northern border from feral undead or worse, any necromancer-lord who tries to march on the border.
The Capitol of Vaer is Helgras, which rests on the old Hyddick capital. Helgras is the seat of Imperial rule, as well as the industrial center of the nation. While much of the world still views Vaer’s policies with suspicion, there is no denying the power and innovation of the weapons and vehicles that Helgras produces.
Vaer boasts the largest navy in Mundus Magica, and has a large army as well. Within Vaer is a powerful, secret order of agents known as the Mage Hunters. Each is a specially trained killer who specializes in hunting and terminating mages with unique methods of anti-magical properties and weapons. The Mage Hunter is the will of the Emperor and a fierce, cold soldier who often employs others to serve as a team or retinue.
Nostia:
Before the Mage Wars, Nostia was a proud independent nation of people who separated from Megolin and won their freedom. Nostia fell near the end of the Mage Wars, torn asunder by the wanton dark magic that engulfed the nation, turning it into a ruined land wracked by powerful arcane storms. After the Seperation, these storms began to subside, and the ecology of the nation began to return to its natural state.
Now Nostia is a cold, sparsely populated land with only a few outlying settlements as people are just beginning to venture back into the north. For the most part, Nostia is still a hostile place. Feral undead, and other remnants of Legion still wander the snowy lands. Worse still, many necromancers have begun to make the land their home, seeing the frozen and undead infested land as a prime place to practice their art. These Necromancer Lords hold no allegiance or kinship to one another, at most forming small groups or conclaves, though these are rare and usually quickly dissolve due to those involved or by outside forces. Necromancer Lords tend to make their homes in the old ruins or castles of the old Nostian civilization, researching and practicing their arts in seclusion.
Ceberus:
Ceberus is the desert region that borders the Elborn forests and southern Vaer. Ceberus has long been considered a lawless place where no society ever took root aside from the sparse lawless towns that are famous for their gladiatorial rings and slave trade. When the Hyddick Confederacy fell to the invading Megolin forces, many of the elf-like Hellans fled to the southern desert. Ousted from their home for almost 300 years, the Hellans have made Ceberus their home, attacking anyone not Hellan and often conducting raids into southern Vaer. A couple of human settlements still exist in Ceberus, but they are pits of crime and piracy. Recently, there have been sightings of strange ruins being unearthed in the deeper sands of Ceberus.
Elborn:
Elborn was famous for being the home of the Beastmen, as well as the herds of dragons that roamed the land. Elborn was a wild place, but also a lush land of large forests and plains, with human settlements that thrived in small communities while avoiding the eyes of the larger nations. However, recent news from Elborn has been dark in nature, as contact the human settlements began to slowly disappear after the Seperation. The last word from any human settlement in Elborn was almost 70 years ago. While investigation teams were sent by both Vaer and Arcia, no contact was made, and investigation was withdrawn without too much effort. One startling thing noticed was that the dragons had all seemingly disappeared from their usual territories. Recently, reports from Vaerian scouts have told of a strange new race being sighted deep within the forests.
Ossen:
Ossen is a country that has seen much change since its founding. It is a younger nation than most others, founded after winning its independence from the Hyddic Confederacy back before the Severing. Ossen was a fledgling power with a bright future, which was lost to ruin during the first Great War where the nation was all but destroyed. Ossen is a nation built among the floating islands that hovering over the sea between Mundus’ two main continents. During the war, the magic used to disrupt the natural magical phenomenon keeping it afloat sent the nation plunging to its death. Though balance has since been restored and the nation re-established, it saw great upheaval during the Severing and afterwards as its struncture became a loose series of states run by a council of merchant governors. Ossen is a land in the sky, and as such is the premier trade nation of Mundus. Every airship that plies the skylanes passes through Ossen, which hosts the most powerful navy in the world. The skies around Ossen are rife with sky pirates who look to prey on passing ships, a problem that the Ossen unified government struggles with to this day as the recent invention of the gunship has added a new level of complexity to air combat.
Folks from Ossen tend to be typecast as either greedy merchants or outright pirates by the common folk of other lands, despite their often outgoing and friendly nature. Ossen culture is one of freedom and individuality, yet also one of strong communal ties. As towns are built on the (often small) floating islands, communities are close-knit. Despite this outsiders are a welcome sight for the trade-savvy people of Ossen.
Osen has a surprisingly large beastkin population, which has in some part, contributed to the religious nature of Ossen’s communities. There are several major religions that have taken root in Mundus, Celestialism (popular in frontier nations like Terryn), the massive religion of the Mage of Beginnings, and several others. Ossen folk tend to devote their worship towards the spirits, in an almost shamanistic nature. Devotion is given towards the great Primeval Spirits, powerful spirits whom they believe guide nature.
The primary trade city of Ossen, more or less the capitol city of the nation, is New Vesperita, the first city to be rebuilt after Ossen was raised from the broken ruins it had become after the war. It is a city steeped in history, due to its citizens stubborn refusal to let their culture die with their old nation. As a result New Vesperita is rather cosmopolitan compared to the rest of Ossen, and there’s a noticeable difference between people from the capitol and those not. The city also houses the seat of the Admirality, the min military force of the nation. Each Admiral governs a fleet of ships that are designated certain territories within Ossen. They wield political power alongside the various governors in those areas. The Admirality and Trade Council hold equal power politically, due to their reliance on each other, though political schemeing against each other, and even allying between certain admirals and governors is common.
Ossen, in both past and present, is home to some of the most premier summoners on Mundus. Perhaps unsurprisingly, given their spirit-worshiping nature, these Summoners are highly revered, most going on to become actual priests. Though their legacy has faded, many of the old summoner families such as the Gae’omes still practice the art.
Altinor:
No contact with Altinor has been made since it closed off its borders during Megolin’s world campaign. It came as a surprise when Altinor remained silent as the Frostlands’ climate changed and the vast discoveries found there appeared. Being both closest to the new land and a country of academia, Altinor’s lack of involvement in the colonization process was disturbing to say the least.
Despite absolutely no word from the nation, a few lone ships have been seen sailing to the island nation, though their purpose is unknown.
Xiolin:
Xiolin’s history is one of a long line of oppression and servitude under the heel of its Megolin neighbor. When Megolin rose to conquer Mundus Magica, Xiolin was the first nation to fall, its recent independence an embarrassment to Megolin. After Megolin split, and in the year of rebuilding and organization that followed, Xiolin rebuilt its own army, and was soon strong enough to become its own nation once more, without risk of attack from their neighbor. In the years that followed, Xiolin rose in population and development and soon Xiolin was a country of mega cities. These cities held most of the population, and the biggest of these, the capital stretched across the country’s western coast from top to bottom.
Xiolin’s disposition changed in 200 a.s. (after Separation) when Emperor Quixang Yin was assassinated. Political backlash tore the capital apart as factions plied for power, slowly spreading to the other cities. Nowadays, Xiolin’s cities are hives of corruption and poverty, and though a new Emperor rules, he is but a tool. The true ruling powers of Xiolin are the Guilds that control the streets, and trade.
The Darkened Isles:
As far as anyone knows, the Darkened Isles still belong to the Shades. But ever since the incident with the blood mage Qwaser, the surviving shades (already reclusive by nature) all but disappeared. No attempts to visit the islands have been made thus far.
The Frontier:
The Frontier is the name given to the large open landmass that used to be known as the Frostlands. After the ice and snow melted away, a vast region dotted with ruined cities and citadels was exposed to the world. Colonization quickly followed the flock of explorers and researchers. There are many settlements that dot the Frontier, each governing itself and trading with fellow Frontiersmen, much as the old Elborn settlements did.
The ruins that cover the Frontier are of unknown origin, and since Altinor has offered no insight into the Frontier, researchers have little to go on. It was noted however that the ruins seemed to become denser as one travels further into the Frontier. In 213 a.s., renowned explorer Harris Fordson stepped foot in the heart of the ancient civilization, the large city now called The Spire, named for the immense tower that rests at the heart of the decrepit city, stretching into the heavens. Magical forces in the Frontier tend to show up in bizarre and fascinating ways in the natural environment. In western Frontier, near the southern tip of Elborn, the forests there are dotted with large floating chunks of earth and rock, the earth suspended by arcane energy. The Spire is rumored to be the source of the magical nature of the continent, and the city itself is a place of mysterious and illogical dimensions.
As noted by explorer Fordson:
“Journal entry March 14, 212 a.s.,
I started into the city outskirts two days ago, with what was left of my team. It took me that long to realize that at some point we had ceased to be walking in one direction, and were in fact walking in circles, despite the markers we placed and the paths we took. This place…there is something wrong about this place. The men have felt it ever since that damned tower appeared on the horizon. At the edge of the city, Malcolm simply dropped to his knees and started screaming his bloody head off. Last night Nial simply wandered out of camp and into the ruins, muttering to himself. None of us dared go after him, especially at night. He hasn’t returned. We’ve started sleeping in shifts, and I keep a tight lock on the weapons. Some of the men are claiming to hear voices, and I’m not taking any chances.”
“Entry, March 17th,
What the hell is wrong with this place? There’s no rational way to explain how we’ve been walking in a straight line for five days, and that damned tower never seems to get any closer. Kahaad, our scientist from Kyros, did a small test. He took a marble and rolled it down the street. We watched as the ball rolled..then suddenly changed directions…again and again until it came back to us. This place…the rules of nature don’t seem to apply here. Not for the first time I considered turning back. But we can’t. This city can teach us much, and I refuse to return to Arcia empty-handed.”
Explorer Fordson returned to Arcia a year later, alone. His research and exploration of The Spire was a valuable addition to Kyros’ knowledge of the Frontier and he was given a seat on the Kyros Explorer’s Guild ruling council. Harris Fordson committed suicide a month later.
Terryna:
Terryna is a fledgling nation that was established only a hundred years ago, on the eastern coastlands of the Frontier, near Xiolin. Unlike the various Frontier settlements and towns, Terryna is the only actual country to exist in the Frontier. The earliest Terryns came to the Frontier in the early days of its colonization. They were outcasts and traders of many different clans, all of whom migrated from Mundus Veritas before the Separation. They left the crumbling nation of Megolin for safety, peace and most of all, religious freedom.
Terryna is the only theocratic society in Mundus Magica, it’s people worshiping the God of Light. Terryna’s military is led by an order of zealous Templars who, heavy handed in their ways, often harass the other settlements outside of Terryna. While puritanical Terryns view magic with distaste (which garners the nation favor with Vaer) the Ordo Militant is not above using the arcane, and all Templars use some Light magic.
The nation is led by a Prime Minister and backed by the Church of Light. And while the Church claims sincerity in their purpose and actions, many would disagree, seeing the obvious political corruption and the persecution of “heretics” that live beyond Terryna.
Despite this, Terryna is considered to be a beautiful nation, and it’s capital city of Terra is a city of art and architecture, with vast canals divvying up the city proper
The Republic of Arcia occupies the territory that was once old Megolin. When the supernation fell, the magic-supporters claimed their ancestral homeland and established the new nation. Arcia is a land that, while tying its roots back to Megolin, little resembles the old nation. Arcia is technically a Republic, yet also a Magocracy, as all of the Senate is made up of ruling Archons, mages of significant power.
Arcia is a nation that devotes itself to its magical roots. Their technology, weaponry, airships and more are all magic powered. Many Arcian cities utilize arcane power in their basis, building powerful leylines into the base.
The capital city of Arcia is Kyros, the City of Light, a place that is considered to be a wonder of the world. Kyros is home to the Senate of Arcia, and is the second largest center of magical knowledge in the world, second only to the ancient Morah Academy in Altinor. The city itself is a feat of magical ingenuity. The lower part of the city is built on old Megalo-mesbaria, the capital of Megolin, and stretches for miles with gleaming spires and buildings to the sea. The upper city is a series of large bridges and tiers that floats above the lower city, magically suspended.
Arcia is a land of shining white stone buildings and towering pyramids, floating cities and lush lands. Arcia’s people are all generally magically inclined. As such, many Arcians become powerful mages, researchers and scholars. Many powerful artifacts and enchanted weapons come from Arcia’s Artificers.
The Arcian Military is comprised of the Navy, a vast fleet of arcane airships, the regulars of the Arcian army and the legendary Arcian Battle Magi, a legion of specially trained warriors, equally powerful in martial and magical combat. The Battle Magi are the elite of Arcia, scholar warriors that train in vast pyramids. The Battle Magi are considered legendary and almost inhuman. As such, they tend to not interact much with the general, instead dwelling in their fortress-pyramids. Within the Battle Magi exist certain lodges or fraternities. These are usually based magical specialization within the Magi. For example the Coridae lodge is a lodge of Magi that focus on powerful, explosive power. Coridae Magi are often called for assault and front-line combat.
Vaer:
Imperial Vaer is the second nation to emerge from the Megolin civil war. Unlike its neighbor Arcia, Vaer rose from the anti-magical faction of the war, and its society reflects such. Vaer is located in the territory that was once the Hyddick Confederacy before the Separation. Vaer, unlike Arcia, is led by the Vaerian Emperor Lukkas Dareon, who’s family has been ruling the nation since the war hero Luther Dareon first lead the rebel faction in the civil war. The Dareon line is loved and respected by the people of Vaer.
Vaer is a nation that relies solely on technology and mechanical advancement, shunning magic entirely. Vaer’s technology, instead of magical power, runs off of steam and diesel power. Vaerian citizens are proud, patriotic and innovative people who pride themselves on their technology and advancement without magic. In fact, most Vaerians distrust and outright despise magic. Vaer is a nation of large cities, labyrinths of streets and high towers that hold large populations.
Vaer borders both Ceberus and Nostia, and has a very diverse climate. Southern Vaer is an arid land that is sparsely populated, with a few large cities and outlying settlements that always must watch for raids from Hellan pirate raids from the south. Southern Vaer supplies most of the nation’s fuel supply, and is closely guarded by the military. Northern Vaer faces the frozen north of Nostia, and is a colder, mountainous region that is home to the Northern Guard, a special regiment that is dedicated to safeguarding the northern border from feral undead or worse, any necromancer-lord who tries to march on the border.
The Capitol of Vaer is Helgras, which rests on the old Hyddick capital. Helgras is the seat of Imperial rule, as well as the industrial center of the nation. While much of the world still views Vaer’s policies with suspicion, there is no denying the power and innovation of the weapons and vehicles that Helgras produces.
Vaer boasts the largest navy in Mundus Magica, and has a large army as well. Within Vaer is a powerful, secret order of agents known as the Mage Hunters. Each is a specially trained killer who specializes in hunting and terminating mages with unique methods of anti-magical properties and weapons. The Mage Hunter is the will of the Emperor and a fierce, cold soldier who often employs others to serve as a team or retinue.
Nostia:
Before the Mage Wars, Nostia was a proud independent nation of people who separated from Megolin and won their freedom. Nostia fell near the end of the Mage Wars, torn asunder by the wanton dark magic that engulfed the nation, turning it into a ruined land wracked by powerful arcane storms. After the Seperation, these storms began to subside, and the ecology of the nation began to return to its natural state.
Now Nostia is a cold, sparsely populated land with only a few outlying settlements as people are just beginning to venture back into the north. For the most part, Nostia is still a hostile place. Feral undead, and other remnants of Legion still wander the snowy lands. Worse still, many necromancers have begun to make the land their home, seeing the frozen and undead infested land as a prime place to practice their art. These Necromancer Lords hold no allegiance or kinship to one another, at most forming small groups or conclaves, though these are rare and usually quickly dissolve due to those involved or by outside forces. Necromancer Lords tend to make their homes in the old ruins or castles of the old Nostian civilization, researching and practicing their arts in seclusion.
Ceberus:
Ceberus is the desert region that borders the Elborn forests and southern Vaer. Ceberus has long been considered a lawless place where no society ever took root aside from the sparse lawless towns that are famous for their gladiatorial rings and slave trade. When the Hyddick Confederacy fell to the invading Megolin forces, many of the elf-like Hellans fled to the southern desert. Ousted from their home for almost 300 years, the Hellans have made Ceberus their home, attacking anyone not Hellan and often conducting raids into southern Vaer. A couple of human settlements still exist in Ceberus, but they are pits of crime and piracy. Recently, there have been sightings of strange ruins being unearthed in the deeper sands of Ceberus.
Elborn:
Elborn was famous for being the home of the Beastmen, as well as the herds of dragons that roamed the land. Elborn was a wild place, but also a lush land of large forests and plains, with human settlements that thrived in small communities while avoiding the eyes of the larger nations. However, recent news from Elborn has been dark in nature, as contact the human settlements began to slowly disappear after the Seperation. The last word from any human settlement in Elborn was almost 70 years ago. While investigation teams were sent by both Vaer and Arcia, no contact was made, and investigation was withdrawn without too much effort. One startling thing noticed was that the dragons had all seemingly disappeared from their usual territories. Recently, reports from Vaerian scouts have told of a strange new race being sighted deep within the forests.
Ossen:
Ossen is a country that has seen much change since its founding. It is a younger nation than most others, founded after winning its independence from the Hyddic Confederacy back before the Severing. Ossen was a fledgling power with a bright future, which was lost to ruin during the first Great War where the nation was all but destroyed. Ossen is a nation built among the floating islands that hovering over the sea between Mundus’ two main continents. During the war, the magic used to disrupt the natural magical phenomenon keeping it afloat sent the nation plunging to its death. Though balance has since been restored and the nation re-established, it saw great upheaval during the Severing and afterwards as its struncture became a loose series of states run by a council of merchant governors. Ossen is a land in the sky, and as such is the premier trade nation of Mundus. Every airship that plies the skylanes passes through Ossen, which hosts the most powerful navy in the world. The skies around Ossen are rife with sky pirates who look to prey on passing ships, a problem that the Ossen unified government struggles with to this day as the recent invention of the gunship has added a new level of complexity to air combat.
Folks from Ossen tend to be typecast as either greedy merchants or outright pirates by the common folk of other lands, despite their often outgoing and friendly nature. Ossen culture is one of freedom and individuality, yet also one of strong communal ties. As towns are built on the (often small) floating islands, communities are close-knit. Despite this outsiders are a welcome sight for the trade-savvy people of Ossen.
Osen has a surprisingly large beastkin population, which has in some part, contributed to the religious nature of Ossen’s communities. There are several major religions that have taken root in Mundus, Celestialism (popular in frontier nations like Terryn), the massive religion of the Mage of Beginnings, and several others. Ossen folk tend to devote their worship towards the spirits, in an almost shamanistic nature. Devotion is given towards the great Primeval Spirits, powerful spirits whom they believe guide nature.
The primary trade city of Ossen, more or less the capitol city of the nation, is New Vesperita, the first city to be rebuilt after Ossen was raised from the broken ruins it had become after the war. It is a city steeped in history, due to its citizens stubborn refusal to let their culture die with their old nation. As a result New Vesperita is rather cosmopolitan compared to the rest of Ossen, and there’s a noticeable difference between people from the capitol and those not. The city also houses the seat of the Admirality, the min military force of the nation. Each Admiral governs a fleet of ships that are designated certain territories within Ossen. They wield political power alongside the various governors in those areas. The Admirality and Trade Council hold equal power politically, due to their reliance on each other, though political schemeing against each other, and even allying between certain admirals and governors is common.
Ossen, in both past and present, is home to some of the most premier summoners on Mundus. Perhaps unsurprisingly, given their spirit-worshiping nature, these Summoners are highly revered, most going on to become actual priests. Though their legacy has faded, many of the old summoner families such as the Gae’omes still practice the art.
Altinor:
No contact with Altinor has been made since it closed off its borders during Megolin’s world campaign. It came as a surprise when Altinor remained silent as the Frostlands’ climate changed and the vast discoveries found there appeared. Being both closest to the new land and a country of academia, Altinor’s lack of involvement in the colonization process was disturbing to say the least.
Despite absolutely no word from the nation, a few lone ships have been seen sailing to the island nation, though their purpose is unknown.
Xiolin:
Xiolin’s history is one of a long line of oppression and servitude under the heel of its Megolin neighbor. When Megolin rose to conquer Mundus Magica, Xiolin was the first nation to fall, its recent independence an embarrassment to Megolin. After Megolin split, and in the year of rebuilding and organization that followed, Xiolin rebuilt its own army, and was soon strong enough to become its own nation once more, without risk of attack from their neighbor. In the years that followed, Xiolin rose in population and development and soon Xiolin was a country of mega cities. These cities held most of the population, and the biggest of these, the capital stretched across the country’s western coast from top to bottom.
Xiolin’s disposition changed in 200 a.s. (after Separation) when Emperor Quixang Yin was assassinated. Political backlash tore the capital apart as factions plied for power, slowly spreading to the other cities. Nowadays, Xiolin’s cities are hives of corruption and poverty, and though a new Emperor rules, he is but a tool. The true ruling powers of Xiolin are the Guilds that control the streets, and trade.
The Darkened Isles:
As far as anyone knows, the Darkened Isles still belong to the Shades. But ever since the incident with the blood mage Qwaser, the surviving shades (already reclusive by nature) all but disappeared. No attempts to visit the islands have been made thus far.
The Frontier:
The Frontier is the name given to the large open landmass that used to be known as the Frostlands. After the ice and snow melted away, a vast region dotted with ruined cities and citadels was exposed to the world. Colonization quickly followed the flock of explorers and researchers. There are many settlements that dot the Frontier, each governing itself and trading with fellow Frontiersmen, much as the old Elborn settlements did.
The ruins that cover the Frontier are of unknown origin, and since Altinor has offered no insight into the Frontier, researchers have little to go on. It was noted however that the ruins seemed to become denser as one travels further into the Frontier. In 213 a.s., renowned explorer Harris Fordson stepped foot in the heart of the ancient civilization, the large city now called The Spire, named for the immense tower that rests at the heart of the decrepit city, stretching into the heavens. Magical forces in the Frontier tend to show up in bizarre and fascinating ways in the natural environment. In western Frontier, near the southern tip of Elborn, the forests there are dotted with large floating chunks of earth and rock, the earth suspended by arcane energy. The Spire is rumored to be the source of the magical nature of the continent, and the city itself is a place of mysterious and illogical dimensions.
As noted by explorer Fordson:
“Journal entry March 14, 212 a.s.,
I started into the city outskirts two days ago, with what was left of my team. It took me that long to realize that at some point we had ceased to be walking in one direction, and were in fact walking in circles, despite the markers we placed and the paths we took. This place…there is something wrong about this place. The men have felt it ever since that damned tower appeared on the horizon. At the edge of the city, Malcolm simply dropped to his knees and started screaming his bloody head off. Last night Nial simply wandered out of camp and into the ruins, muttering to himself. None of us dared go after him, especially at night. He hasn’t returned. We’ve started sleeping in shifts, and I keep a tight lock on the weapons. Some of the men are claiming to hear voices, and I’m not taking any chances.”
“Entry, March 17th,
What the hell is wrong with this place? There’s no rational way to explain how we’ve been walking in a straight line for five days, and that damned tower never seems to get any closer. Kahaad, our scientist from Kyros, did a small test. He took a marble and rolled it down the street. We watched as the ball rolled..then suddenly changed directions…again and again until it came back to us. This place…the rules of nature don’t seem to apply here. Not for the first time I considered turning back. But we can’t. This city can teach us much, and I refuse to return to Arcia empty-handed.”
Explorer Fordson returned to Arcia a year later, alone. His research and exploration of The Spire was a valuable addition to Kyros’ knowledge of the Frontier and he was given a seat on the Kyros Explorer’s Guild ruling council. Harris Fordson committed suicide a month later.
Terryna:
Terryna is a fledgling nation that was established only a hundred years ago, on the eastern coastlands of the Frontier, near Xiolin. Unlike the various Frontier settlements and towns, Terryna is the only actual country to exist in the Frontier. The earliest Terryns came to the Frontier in the early days of its colonization. They were outcasts and traders of many different clans, all of whom migrated from Mundus Veritas before the Separation. They left the crumbling nation of Megolin for safety, peace and most of all, religious freedom.
Terryna is the only theocratic society in Mundus Magica, it’s people worshiping the God of Light. Terryna’s military is led by an order of zealous Templars who, heavy handed in their ways, often harass the other settlements outside of Terryna. While puritanical Terryns view magic with distaste (which garners the nation favor with Vaer) the Ordo Militant is not above using the arcane, and all Templars use some Light magic.
The nation is led by a Prime Minister and backed by the Church of Light. And while the Church claims sincerity in their purpose and actions, many would disagree, seeing the obvious political corruption and the persecution of “heretics” that live beyond Terryna.
Despite this, Terryna is considered to be a beautiful nation, and it’s capital city of Terra is a city of art and architecture, with vast canals divvying up the city proper