Shrine to the Old Gods
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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. -
Alpercite
Alpercite is a naturally occurring metal where the hardness cannot be exceeded by anything other than diamonds. As such it's commonly believed to be unbreakable in nature. It a metal most noticeable by its hardness, however it's also noted for its vibrant orange hue, which led to its eventual discovery in the Yllitar Tribelands and the Northland Consortium. As their landscapes detracted made it far more noticeable for the ore to be discovered.
Vitralcite
Vitralcite is a beautiful rosette mineral that naturally expands into the form of metalic latices. The ore is exceptionally rare to find in nature as it naturally undergoes refinement deep underneath mountains in Esthin and the Fuyusaka Shogunate. Alchemists in their respective nations work hand in hand with blacksmiths to create a armors with regenerative properties.
Steel Stalks
Akin to Glass steel, the Orsika Gulf and Principality of Barag has cultivated unique series of plants. These stalk like plants live below the waters in their respective gulfs. These plants draw upon various minerals, superheating the waters and creating warm coastal tides while washing up Entire bullions of SteelWizard stones
Floating above the ocean in various points of the world are the corpses of the many suns from the age of the original lightbringers. When they died their corpses coalesced as husks of raw fountains of hyperion, traveling to one of these floating stones allows for mages to meditate and access the Sea of identity consciously if they were previously unable, for as long as they remain at the stone. However remaining for prolonged periods of time runs the risk actually regressing the growth on an individual in the sea of identity.
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(since we're running low on time let's start pushing out plot lines)
Plot Lines
Introduction
The Introduction to the story will naturally follow the the initial three characters; Levant Alemmon, Lan Kessler, and Ensia Sicht. Following their introduction would be a window into their lives on the isles of Burzistan. Levant and Ensia live together with Levant's parents. While Lan lives with his grand parents, as his parents passed before the intro due to pursuing the limitations of the Aeons.
Nonetheless the story would begin with Lan awakening underneath a tree, being awoken by Ensia as he was taking a break from gathering alchemical ingredients for his father who is an alchemist and doctor. Following returning home, Levant expresses wanting to travel to the other lands. Which is naturally frowned upon by their mother. To most people on Burzistan, the other continents are riddled with strife, constant wars, and cruelty. As such upon revealing a desire to see the world abroad, the see the wonderous sights. Their father understood their desire, as he came from the Northland Consortium himself with unique medical techniques of his Corporation.
Nonetheless after his father leaves to go on a few house calls, Levant would leave the household, followed by Ensia to meet up with Lan. Who in question, would be in the midst of a fight with local bullies. A quick scuffle with the bullies and they triumph in driving them off.
After the fight they would go tend to their scrapes and bruises by the canals and talk about the freak out done by Levant's mother. Lan is more understanding over her point of view, as Burzistan is a fairly peaceful community of various towns and villages. However midst conversation, they would be interrupted by the first crusade. As fireballs are launched from over the horizon, landing into various neighborhoods and burning them asunder. Storm clouds form abruptly over the portside town, and lightning strikes rain down from high above. In the midst of chaos, Levant would initially run towards his home, with Ensia following in toe. Lan was initially going to follow them, but instead they would break off to go find his grandparents. Both parties would find their guardians harmed. Levant's mother would have been scorched by the initial fireball volley from the Shelonan Crusaders, and Lan's family home was destroyed by a powerful bolt of electricty. Lan would find all that remains of his grandfather as he was shredded by wooden shrapnel. Nonetheless these three children ultimately would survive the initial attack. They would respectively be evacuated to a ship and sailed outwards to Barag on the continent of Garion. With Levant cursing the gods for attacking his home. -
The Reinvention of Family
Following their Arrival into Barag, the three main characters are there in a foreign port, with various guards herding refugees away to refugee camps and hostels. The coin many refugees had on hand was rendered useless as Burzistan would fall only a day after their arrival in Barag. The Shelonan Samnals took to the fields and eviscerated any form of resistance. Nonetheless the refugees who survived in fleeing to Barag are desperate for to make ends meet, as strict rationing enacted for the refugee populace, with meager rations being distributed. The three main characters end up losing their rations when a beligerant man steals their food, leading into Kuroda to finding beaten Levant and giving his share of food to the three kids. After this initial encounter, the four of them became inseparable. Given that the three main characters were still children at the time of the exodus, a clear family dynamic was formed. With Ensia acting as the older sister, despite being the youngest of the group by a few months of the three children, Lan being the bookish yet bright eyes kid, and Levant being the rambunctious kid trying to grow to quickly than he should. Kuroda acted as the guardian; and given his age and mere chance, had to turn to a life of crime as he ran down a alley in Tarth which was secretly called the "Street of flavor." There Kuroda would ply his new trade, as a "Dublin." -
The Bonds we Forge
The Bonds we forge is a section of the story, where the characters effectively begin choosing their classes growing their strengths and the like. The newfound family had been living as refugees for an upwards of 3 whole years. And in turn the three children have reached their teenage years and opted to join the military each for their own reasons. Ensia did so to make sure the other two wouldn't end up dead, Lan wished to become an wartime scholar to pursue the basic paths of magic. Levant had vowed to become an ace soldier to try and take back their home someday. Kuroda would join the military after leaving his works in the streets of flavor, although he would offer his left ring and pinky finger as payment to his superiors. Nonetheless this section of the story revolves primarily around gathering a cast of recognizable characters to call as friends, until the story is ultimately hijacked once more by the rain of a Nix Ballista. As on their first day of leaving bootcamp to join a local garrison, a number of large metallic casing in the shape of ballista are shot into the heavens high above the town from under the cover of night, before shattering midair. Raining down large thin rods Vitralcite into the ground. Through entire buildings before bursting out as large rosette bundles of frayed wires.
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The Crumbling Lines.
Following the attack by this Vitralcite Ballista, The story will follow the characters as they try to make a desperate attempt at defending against this attack by the Path'kis Kingdom. This would be a long series of battles and exploring of the ruined port city of Tarth. It's a series of guerrilla tactics as Tarth is extremely close to the border of Gregar, one of the Grand duchies of the Path'kis Kingdom. As such they would be cut off from reinforcements and tasked on either finding another way to flee with their regiment, or to fight off the path'kis kingdom till reinforcements arrive, which would be difficult as the Grand duke of Gregar has opted to take charge of attacking Tarth in the early days, and his personal retinue of trained elemental knights are amongst the siege party.
The Fading Advance
If the main party can't find a way to hold out against the attack, its quiet possible to fade amongst the enemy soldiers. Through the use of enemy uniforms, they could very easily leave the city by waiting for the right moment to join the enemy troops, and possibly head towards the Path'kis Kingdom to figure out what to do next.Either way depending on the party's capabilities, they could go down various paths. After this battle, if they remained with the Barag army to defend the city and successfully defended it, they could very well remain with the army and go to another battle across the front lines, or abandon the army entirely and head further inland into Barag, and perhaps even cross the wildlands of Garion, as well as too the Northland Consortium to try and earn a new life. Perhaps even join a Knightclub. Heading westwards back to Burzistan would reveal that its been occupied entirely by the Shelonan Theocracy. Heading further westward without stopping for resupply would be a foolish endeavor, thus the only way to reach the western continent would be to embark from the Fuyusaka Shogunate, or Uskas and head further eastwards.
Plot lines of Barag
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The Path'kis Kingdom has employed various Entropists to manifest unique diseases not privy to this realm. The caster of this new magic, happens to call himself a Viromancer. A Entropist who studies disease and uses them to inflict plagues upon the world.
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The Capital of Barag is conducting a festival amidst wartimes, the festival needs Volunteers to embark into the Sea of Identities through the aid of a powerful Mentalist and a Entropist, and to call upon the dead, to enlist their aid by re-enacting or conquering their defining story.
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A local prince in the Capital of Barag needs someone to cross the battlefront and rescue their family.
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The Party will need to side with one of the three leading princes in the succession competition, one using any means necessary to run the others out of business, Another opting to sell secrets and information to the enemy to hopefully maintain some form of autonomy for when Path'kis "inevitably" wins the war, and Finally an upstanding however ,naive prince who earned their position by a mixture of outstanding luck, and very few good business practices.
Plot Lines of the Path'kis Kingdom
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Upon switching sides, the characters would need be made to figure out their next plan of motion, as such when thinking things out, they would be caught by a superior officer and in turn given a mission to attack various villages outside the port kingdom. As to replenish lost supplies from poor logistics.
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The Party is given ample opportunity to sabotage various military supply chains as they're either exploring the Path'kis side, or fleeing the front lines.
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A War supplier from Gregar is transporting various new experimental weapons, one such being the Vitralcite Ballista Bolts.
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The Grand duke's daughter snuck onto the front lines to try and earn some real combat experience. However upon realizing the grittyness of war, they've defected to the other side, and opened up a small infirmary in the City of Tarth in a already pillaged section.
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Legendary Artifacts
Astras
Astras are Extremely powerful reality defying weapons. Its was commonly believed to be tools of the Amender. These tools all maintain a form of reality bending property. As such the Astras were given to mankind a handful of times before disappearing from the annals history. Many believe them to be hidden from the world at large. Some Astras recored by history are;-
The Samsara- One of Three chakrams given to mankind when they overthrew the lightbringers and ascended to lightwardens themselves. This chakram is capable of imbuing the wielder with the power to resurrect once after their death. This facilitated the ascension of man as they were unable to contain the power of a light-bringer without it initially.
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The Kanman- The Second of the Three chakrams given to mankind. This one was capable of containing the sun during the conflict. As such the legend states by holding the weapon up towards the sun, it was capable of trapping the star within the loop. Creating a throwable discuss even the sung god themselves couldn’t defend against. Ultimately the sun was returned through the ascension.
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The Akivili: The third chakram in the series given to mankind. This chakram was not used as a weapon, instead it was given to mankind to unlock something in the sea of identity, not much is known of this astra, and in fact the lightwardens themselves do not remember this astra, nor can they be reminded of it.
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The Brahmastra: This astra is mentioned however anything but the name is lost to history.
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The Mandala: A gem that captured the ever truthful light of the moon. Once enough moonlight was captured within the gem, it was used to cleanse and expand the mind of a powerful necromancer. When this occurred the necromancer vanished from the world leaving no trace by the gem and their robes.
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