Shrine to the Old Gods
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The Congregation of Seismeche
The Congregation of Seismeche is effectively the centralized religion on across the Continent of Garrion, The Orsika Gulf, and the Isle of Uskas. It's considered the largest religion following the dissolution of the original Winged Court. It follows the worship of similar beings such as the Aeons, these beings are however called Etros. Etros are personifications of worldly elements, these being Mezeran herself, Pela the Eternal Flame, Purphoros the tempestuous, etc. This religion also incorporates the Amender, although they attribute them as a Zeitgeist, or the breath of change that naturally roled through the world every once in a while.
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The Basic Magic System
Mages in the world of Mezeran are broken up into various categories, and are further broken up into specializations. Almost everyone in the world is capable of magic however it doesn't mean they can just read a magical spell and immediately cast it, its heavily dependent on their growth as an individual.Hyperion:
The Commonly known magical energy of this world. The understanding of this energy was formed by the Lightbringers, as it was a byproduct of the war of the lightbringers before the formation of the winged court. Hyperion alone cannot create magical and fantastical forces, instead it needs something to manipulate such energies. Ultimately Hyperion is a completely inert source of energy.Silla
"The Kingdom" or "Domain." Every Mage has a Silla within them, A barren landscape within themselves. This landscape rests within the Sea of Identities and is the culmination of their experiences. They grow this initially small landscape within the Sea of Identities to draw further knowledge and to manipulate their growth.The Sea of Identities
The Sea is a metaphysical ocean between the realms, not much is entirely known of the sea, however what is known is that it's intrinsically tied to every single being across the land. Normally individuals can't consciously access the sea nor can they influence their growth. Those who can manipulate their Silla and the tides of the sea are far and few between. The Sea is comprised of millions of small islands, obelisks, floating ruins, and the like. In turn normally people enter the sea through sleep, and in turn the dreams one experiences in sleep are considered to be alternate identities they inhabit in a reflection of this very world. Tapping into these reflections augment the growth of the individual, as well as the personality slightly as they draw traits from their alternate selves. -
The Basic Paths of Magic
Elementalism
Despite mages being fairly rare in Mezeran, this path is however the most common. In turn, many folk associate mages with this path of magic, You can't expect the common man to not ask your local apprentice mage at the tavern to not huck a fireball or to cool their ale.
The Mechanics of elementalism works heavily upon cause and effect and scientific understanding. In order to conjure a fireball, an elementalist must create the conditions for the eventuality. They will alter air temperatures around their hands to create the condition of ignition.
Elementalism is considered one of the more prestigious schools of magic, It's favored by soldiers and battlemages, -
Entropy
Entropists are mages who preside over the aspects of life and death. An entropic mage alters eventuality by manipulating the life force of beings. Necromancers tend to walk down the path of Entropy and develop their Silla to draw knowledge of their alternate selves. Unlike other schools of magic, very few teachers exist, little is known of the rituals and theories behind this magic as it's typically forbidden in many cities across Mezeran. To Ultimately grasp the power of this magic, students must understand that death is an omnipresent and constant variable. It's inherent in every being, from the simple pebble beneath your feet, to even the gods. Although death may vary from case by case, and interpretation. Entropy magics lack many offensive capabilities, instead focusing on as stated before, the manipulation of life force. Allowing for vampiric spells, blood magics, necromancy, and in some cases instant death spell. Recently however, purveyors of entropy have made a break through in the field of entropy. They have begun to recreate manifestations of death from their reflections in the sea of identities, summoning forth and creating blades that make wounds incapable of closing, living storms of death, sentient shadows, etc. -
Abundance
Abundance Magic is a school of magic heavily mired in the subjects of Thaumaturgy. This Magic is the most prestigious path, With this magic being capable of curing wounds and disease, purifying toxins in water, and temporarily enhancing one's own physical body to superhuman levels. However this is the most mentally and physical taxing for the caster.
An Abundance mage, when encountering a problem, for instance a wound. Would enter the Sea of Identities, search for a reflection where the body is intact, and transplants such a reality into our own. However this isn't a cure all, if they try to transplant a reality, for a disease or wound that's too deeply intwined with the individual. Such as to say cerebral defects. The use of Abundance could cause sudden brain death, or loss of sanity. As such many nations would rather choose to advance Mundane medicine. -
Mentalism
Mentalism is an exceedingly difficult magic, Unlike other magics in the world, this magic is ultimately impermanent. Unlike Elementalism, Abundance, and Entropy. This magic leaves no trace upon the world yet is requires a profound understanding over fundamental laws of the world. They practice in the Imaginary. As such True Mentalists are as rare as Painite. And their impact on history is even less felt. Nonetheless the mechanics of their magic is similar to elementalism and Abundance magic. They must produce the eventuality like elementalism, however they search the sea of identities for the possible cause and effect. If a Mentalist wished to kill someone, they would search for the death of a target in the sea of identities, and manifest ways for their death. However given the nature of the magic, these manifestations can't be seen by anyone other than the mentalist themselves and other mages who can sense Hyperion. However their impact upon the world till the de-manifestation can be seen. A tale of battle between a mentalist and a common foot soldier had the mentalist conjure forth some sort of invisible beast. However they were able to still hear the creature, and see byproducts of the creature such as a shadow, footprints and the like. A true mentalist however is predicted to supplant the imaginary, and instead however make these eventualities a true reality in this world. -
Psionics
Psionics is a school of magic heavily studied by Entropists. This school of magic is mired in the alteration of minds and emotion. The reason as to why this school of magic is studied frequently by entropists, is that it forces others to accept alternate realities. Once spells are cast, the victim can no longer distinguish Reality from fiction. To give a tangible example, If you were waylaid by three bandits, getting the bandits to believe that the others were monstrosities would be a sinch. However Psionics are beholden to the context of the situation. The success of the spell, is dictated by focus. As such in that situation, getting the bandits to think you were a long time friend would be more difficult than the previous spell, as focus is more directly projected towards the caster. And even then Psionics are heavily weighted in failure. Some individuals will naturally be more mentally resistant towards the school of magic. Spells such as Invisibility are attributed to this magic as well.
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Advanced Magic Systems
The Samnal System
A Samnal is effectively a disciple to a Lightbringer, or now Lightwarden. These individuals are close to their respective deity, and are capable of calling upon their deities powers. As such they become forces to be reconned with. Samnals of the Dawn Bringer Revache grow in power at the height of the sun, and in turn are capable of immense feats of fire magic. Samnals of Huntress naturally can perform majestic feats of archery and have supernatural senses. Things of that nature. However Samnals can draw power from multiple deities as well, acting as bridges between the differences of the gods.
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Astral Magic
Astral Magic is a fluid form of magic, The magic is entirely dependent of the Aeons that preside within the Stellar Desert. The Aeons are constellations within the night sky. However this magic isn't dependent on the time of day, only upon the positions of the aeons themselves. As such as long as the caster has star light, be it from the aeons themselves or even sunlight. They are capable of casting powerful spells and combinations of spells. However This is a extremely volatile form of magic, as due to the low cost to the caster, with little to no fatigue on their part. If they try to draw upon an aeon not within the Stellar Desert, The caster will suffer grave consequences. Typically it leads to their death based upon the aeon they contacted.
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Arcane Syntax
Arcane Syntax is a recent and immense breakthrough made Lan Kessler. This study of magic is in its infancy, and has no form of accredidation by other mages, or even any other purveyors who have tapped into this field yet. Ultimately though, arcane syntax is the study of formulas and the composition of magical theory. As well as the combination of schools. Since this school is in its infancy, only two spells have been developed as of the present day. One being to create a Chimera through the use of Abundance and Entropy, and the other being to create a self heating skillet, which was made via engraving a complex hybrid formula upon the base of the skillet. He has yet to create a way to turn the skillet off however, and in turn it's perpetually scalding.
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Systems of Government/Cultural Development
The systems of government range drastically across the entirety of Mezeran. Ranging from tribal councils, to great empire bureaucracies.
The Principality of Barag
As the name suggests, the land is a principality, as such the Leader of the nation is typically multiple princes. They act as regent-monarchs till a definitive king is declared. The king is typically picked through a successionary competition, the competition being a basis of revenue generation to further innovation and prosperity throughout Barag. This works most of the time. Sometimes the succession leads to various tyrants to take the throne. This Successionary competition is a regular event, as the King can only remain in power for twenty years before another series of princes, usually nominated by various noble households. As such no definitive royal line exists in Barag, however many provinces typically back their liege lords. Nonetheless their liege lords will always have to earn their people's favor every competition as the noble households typically move with each competition as they are assigned different provinces each competition. Allowing for Barag to become a dynamic nation, and a melting pot of ideas.
Barag Architecture takes inspiration after Carsacossone's Architecture which is a french city -
The kingdom of Path'kis
The Kingdom of Path'kis is a kingdom ruled by a despotic Monarchy, it subjugated the three grand duchies around it, and in turn each duchy provides tribute to the kingdom in the form of goods, and soldiers, which are distributed once again to foreign duchies. This creates absolute subjugation for their vassals, as they have been effectively demilitarized with the Kingdom's standing army of foreign bodies to overlook their lands. Nonetheless, the kingdom despite being stalwart and stable, in terms of governance, it's created a strict sense of class hierarchy. Similar to real life feudal society with little to no social momentum. However, due to recent world events, The nation has begun to monopolize the manufactory of steel, and salt mining. As various deserts on the southern peninsula leads the eastern salt market. -
The Northland Consortium
The Northland Consortium is a large nation ran by various trade leagues, corporations, and guilds. The Land is broken up into provinces, and in turn many individuals live their entire lives as employees of their birthplace. As of 100 years ago, in order to endear their way of life to their customers on the continent of Garrion, they formed dozens of Knight clubs, which are sponsored knight orders that act as their sponsor's military might within the province. They also protect assets, act as body guards, and provide other services such as political assassination if the knight club was tailored for such services. Nonetheless as a way to break the monotony of working in factories, sweat shops, offices, and the like. People flock to join knight clubs. Although very few make the cut. Nonetheless their original aspects of chivalric honor faded with time, and they merely became another facet commerce.
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Sinnopal, Serga, Vorgumun, and Uteca
The Four Nations are constantly at war on the Orsika Gulf, These four nations are a compilation of dozens of smaller nation states, kingdoms, duchies, and republics that fell due to conquest. As such one would think its a melting pot of cultures, however many of the cultures fell by the wayside for a Regional culture within the Gulf. People upon the Gulf adopted Middle names to dictate what original nation their bloodline descends from.
Sinnopal and Serga are very similar to one another, as they are grand duchies built off mutual trade amongst one another, Their Grand duke families typically married nobles of the opposing nation. As such strengthening cooperation amongst one another until Uteca declared themselves as the rightful Empire of Orsika Gulf. Leading to Shelonan to support their claim to glory.
Vorgumun is a Republic at the mouth of the gulf. Similar in architecture to the Italian penninsula. As such a grand sense of patriotism is propigated within the populace due to their wartime merits as of late. Despite not gaining any ground in the long war, they have fended off hundreds of assaults onto their homeland, that is until the Ravens Mercenary group took the island off the coast. Creating a schism within the veterancy of the nation. As the mercenary group was comprised of veterans and the less abled soldiers.
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Eshthin
The Rivaling nation to the Shelonan Theocracy. After the diaspora a group a settlers came to the northern penninsula of the Yllitar continent. There they found rolling seaside valleys and high mountain coast lines. As well as the perfect location to observe the Stellar Desert. This was where the Aeons were discovered and the birthplace of their respective religion. As such everything in their society revolved around the Aeons, and the stars as a whole. Astrologians came to power in this nation and in turn their government became a astrological technocracy, only the best and brightest astrologians could come into power within Eshthin.
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The Fuyusaka Shogunate
The Shogunate is a grand empire that has been embroiled in civil war more times than one can count. Being made up of various provinces of feuding warlords, after the third Shogun laid claim to a massive swathe of land, they have ultimately stagnated in their aim in conquering foreign lands, A long lineage of warriors took root in the ancestry of the populace. As such martial arts is a lifestyle in this nation. Almost everyone in the land has a basic understanding over various martial arts. Some being self taught, others learning from their friends and neighbors, handfuls being taken on as disciples and apprentices.
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Uskas
The Nation of Uskas happens to be an oligarchy ran by various business men. The difference between The Northland Consortium and Uskas is the difference in centralization and cohesion. Uskas engages in great games of commercial competition with each other, engaging in market speculation and artificial shorting of the market as whole. While the Northland consortium divided its industries and engages in joint competition however they ultimately work towards the betterment of the entire consortium.
Where Northland is outwardly shrewd in market practices, Uskas is inwardly shrewd in market practices as the upper ranking business men are always trying to get a leg up on one another. -
Unique Resources
*Proto-Hydrangea *
In the World of Mezeran there is a unique plant, known as the Proto-Hydrangea, these hydrangeas grow from locations suffused with copious amounts of Hyperion in the area. While Hyperion has no real caustic effects upon the world, it does create byproducts in the world. One of these byproducts is a proto-hydrangea. They are ethereal flowers that grow off other organic objects. The mere appearance of these orchids creates an area of ambient Abundance magic. Allowing for those who enter the zone to heal their wounds while the plant is in bloom and hyperion is still in high concentrations.Oricalix
Oricalix is a highly dense byproduct of geothermal vents at the bottom of the ocean. The only reason why these vents were discovered was through the information gleamed from the new god of Erudition. As such mankind has recently began to harvest oricalix in the last 300 years to craft masterwork pieces of arms and armor. Oricalix is a metal capable of absorbing kinetic and thermal energy. The metal naturally absorbs heat from the surrounding environment. It is also capable of taking on impacts equivalent to a ballista firing onto the target. However that doesn’t mean the wearer won’t be crushed. Which became a shortcoming in armor design with this material. -
Lunar sheafs
Lunar sheafs are leaves from a vine that grows on costal jungles of Uskas. These leafs are the only unique component to the plant, as they cause a sudden burst in overall productivity, and mental acuity. As such this leaf is highly used and cultivated by the government of Uskas as they regularly spike water supplies with this leaf to further meet quotas.Lotus Pearls
Lotus Pearls are pearls of condensed hyperion. These pearls retain a bright cyan hue that glows and lights the lakes they form on as if they were a blinding beacon when formed. These pearls are generated from when a Lyctis Lotus blooms. The Lotus itself has a vibrant purple and blue hue, almost akin to a roiling cosmos. Which is fitting as these Lotuses only bloom at night under a specific Aeon. Specifically the Aeon on Jubilation. Nonetheless these Pearls that are produced are capable of acting as powerful spell focuses for the basic paths of magic, allowing for feats that were once thought not to be possible. However the Lyctis lotus cannot be cultivated as moving them from their locations will lead to them ultimately dying, and in turn these plants are usually closely guarded secrets of various nations.Aizen Berries
Aizen berries are white berry typically inedible to the average individual. The reason being is their foamy texture, and the reaction when coming into contact with water. These Berries typically undergo an exothermic reaction when coming into water, becoming so hot that they could start a fire. They usually grow in arid environments, however in recent years, The Northland Consortium began to sell these as small berries as products for mercenaries, soldiers, and Miners. As a way to heat food in various environments and on the go. However later they would be used for long timed explosives in various circles.Crystal Marrow
Crystal Marrow is the crystalization of hyperion within the bones of a powerful creature from the age of Coalescence or the age of Introspection. Due to the method this Marrow matures, it's extremely difficult to procure and is in limited supply. Very few creatures remains exist from those times. Nonetheless this resource is noted to for its ability to influence various alchemical creations. The addition of this material can cause materials to catalyze neatly in a small round orb no larger than a peppermint in size. The consumption of these pill will cause the effects of the condensed material to instantaneously occur upon consumption. Thus emergency healing pills are crafted in bulk,sold, and resold across the world, -
Glassteel
A unique Alloy that grows from dragon trees. This alloy is malleable as wood until the summer when dragon trees spontaneously spew flame into the heavens up above. These trees draw upon natural gas deposits deep below the earth and in turn the amount of raw pressure as the gas travels up deep tunnels spontaneously lights it. Which helps temper the wood into large steel trees. Nonetheless this steel has a glassy look to it and is nearly see through. At the current stage of development its more akin to clouded glass of the middle ages in terms of clarity.