RONAAN'S REALM PITCH

rissa

the clairvoyant pterodactyl
Original poster
VENGEANCE
DONATING MEMBER
MYTHICAL MEMBER
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It is said the universe was born from thunder and fire, and from that union came the Forgotten One, who created us all.


It's been four thousand years since the Dawn of RoNaan and the Three Lands are ripe for a new Age. Magic has received an explosion of new users while technology is constantly being developed. Combined, magic and technology has given RoNaan’s Realm a chance to begin its own industrial age. All is not good, however, and the Realm will soon find out. As the Age of RoNaan comes to an end, the Netherwell threatens to break open and spill the demonic forces it keeps locked away. It is up to you, player, to create characters that’ll thrive in RoNaan’s Realm and herald in the Dawn of a New Age.

This sandbox, open-world fantasy roleplay will include elements such as action, mystery, soft science fiction, drama, political intrigue, assassinations, and horror. Welcome to a world where players create their own character arcs and help move the roleplay along by not only contributing to GM plots, but by creating their own. Designed as a soft-paced, long-term roleplay, RoNaan’s Realm is as large as we can make it.



RULES AND FOREWARNINGS
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  • All Iwaku rules apply.
  • Please respect any and all rules I may instate for my roleplay.
  • I require respect and tact from my roleplayers, especially within OOC. Please be kind to one another, we’re all here to have fun and write. Salty attitudes are not fun.
  • All players must first submit a pre-character application. This is a small character sheet (and writing prompt) that will give me and as well as other players, a glance of what your character will be like. If your pre-cs-app is accepted, it doesn’t necessarily mean your character has been accepted - this is a preliminary step before you complete your actual character profile which gives me insight to how well you write and develop your characters.
  • All players must have a writing sample attached to their character sheet. A prompt will be given and it mustn’t be over seven hundred words. If there isn’t a writing prompt attached, your character cannot be accepted.
  • Players will post their pre-cs-apps in one designated thread and their character sheets in another. If accepted, players will create their own ‘Username Character Roster’ thread where they will be able to post all their characters.
  • Though this roleplay is primarily sandbox/open-world in nature there are short-term and long-term plots that will be in focus along with individual character arcs.
  • This roleplay is character driven, meaning that though I will set up the world and short/long-term plots, you, the players, will be the main factor in driving the plots forward.
  • Multiple characters are allowed, though I’d like to keep the number of characters for each player below three. And yes, each character will need an pre-cs-app.
  • Players are free to create as many NPC characters as they please as long as they’re lore-worthy. Frequently mentioned NPCS must have their own CS in the NPC thread that gives detailed information to other players if they wish to interact with them.
  • If I were to win one of the sub-forums, there’s a potential to run separate roleplay’s within the same world. Different timelines, different plots, endless possibilities.
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TABLE OF CONTENTS


  • Name:
    Nickname:
    Titles: (If applicable, delete if not)
    Age:
    Species:
    Race: (If applicable, delete if not)
    MBIT:
    Attuned Element(s):
    Writing Prompt: (Around 500 words)
  • Name:
    Nickname:
    Titles: (If applicable, delete if not)
    Species:
    Race: (If applicable, delete if not)
    Date of Birth: (Insert season) | Age:
    Place of Birth:

    Eye Color:
    Hair Color:
    Hair Style/Length:
    Height: | Weight:
    Body Type:
    Written Appearance:
    Body Modifications/Accessories:

    Personality Traits: (list and describe at least four)
    Strengths:
    Weaknesses:
    Quirks:
    MBPT:

    Inventory:
    Occupation:
    Relationships (Please provide a short description of each)
    - Social and Familial

    History:

    Magic Tier:
    Attuned Element(s):
    Main Weapon:
    Secondary Weapons:

    Writing Prompt:
  • Name:
    Nickname:
    Titles: (If applicable, delete if not)
    Species:
    Race: (If applicable, delete if not)
    Date of Birth: (Insert season) | Age:

    Eye Color:
    Hair Color:
    Hair Style/Length:
    Height: | Weight:
    Body Type:
    Body Modifications/Accessories:

    Quirks:
    MBPT:

    Inventory:
    Occupation:

    Brief History:

    Magic Tier:
    Attuned Element(s):
    Main Weapon:
    Secondary Weapons:



A BRIEF LOOK AT MAGICAL MECHANICS

The Tetrad of Life contains all the magic known in RoNaan’s Realm, regardless of race, status, and species.

Solis and Luna –
Every person, regardless of race, is attuned to Solis or Luna. Unlike the other four Low Elements, Solis and Luna are not manipulated in anyway. The attunement is that of power – your attunement to Solis or Luna dictates when you are at your strongest and when the replenishment of your magic begins. To find one’s attunement is simple, if not widely known, as Solis and Luna are Elements not well understood. If one is born when the Sun is dominant in the sky, then they are attuned to Solis. If one is born when the Moon is dominant in the sky, then they are attuned to Luna.


  • Earth –
    Those attuned to earth are common and are almost always in high demand. They’re highly desirable in construction, farming, mining, and hunting.

    COMMON ABILITIES
    • Earth Manipulation
    • Flora Manipulation
    • Fauna Manipulation

    Water –
    The attuned to water are also common and in high demand. They’re highly desirable in magical factories where with theurgists, they can spell cold-boxes to store foodstuff, test water purity, and prepare ice.

    COMMON ABILITIES
    • Ice Manipulation
    • Water Manipulation

    Fire –
    Those attuned to fire are the most common and endlessly sought after. Factory workers, machinists, and blacksmiths are commonly attuned to fire.

    COMMON ABILITIES
    • Fire Manipulation
    • Heat Manipulation

    Air–
    Those attuned to air are uncommon, depending on which race you’re studying. Very few humans are known to be attuned to this element, while an abundance of Eastern Elves are. Highly desirable to farmers to alleviate droughts or help cease flooding rains.

    COMMON ABILITIES
    • Air Manipulation
    • Weather Manipulation
  • Theurgy
    Inherent Ability: The ability to cast spells.
    Further information to be later revealed.

    Augmentation
    Inherent Ability: The physical enhancement of one’s self.
    Further information to be later revealed.

    Evocation
    Inherent Ability: The ability to summon forces of greater strength.
    Further information to be later revealed.

    Invocation
    Inherent Ability: The ability to cast magic through speech.
    Further information to be later revealed.

    Abjuration
    Inherent Ability: The ability to produce healing magic and magic that is strictly defensive.
    Further information to be later revealed.

    Conjuration
    Inherent Ability: The ability to conjure forth countless creations.
    Further information to be later revealed.

    Absorption
    Inherent Ability: The ability to absorb magical energy.
    Further information to be later revealed.
  • Animancy
    Inherent Ability: The ability to animate non-living things.
    Further information to be later revealed.

    Necromancy
    Inherent Ability: The ability to connect to deceased spirits.
    Further information to be later revealed.

    Divination
    Inherent Ability: The ability to interpret the future.
    Further information to be later revealed.

    Transmutation
    Inherent Ability: The ability to alter/transform inanimate objects.
    Further information to be later revealed.

    Illusionism
    Inherent Ability: The ability to create, shape, and manipulate illusions.
    Further information to be later revealed.

    Enchantment
    Inherent Ability: The ability to enchant beings and objects.
    Further information to be later revealed.

    Alchemy
    Inherent Ability: There is no known inherent ability other than that of extreme intelligence.
    Further information to be later revealed.


* A more in depth look at the Tetrad will be provided once the roleplay is underway.
 
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DIVINATION

Inherent Ability: The ability to interpret the future.

Divination is oft misunderstood as the end-all-be-all of soothsaying. The truth is much different. As futures change with the choices we make, so does the future for one’s eventual fate. There is, however, the ability to see what will happen and what must happen in one’s lifetime. People seem to confuse fate and future, and for RoNaan’s Realm, I will clarify the difference between the two: the future is what can happen, your fate is what must. Those with this ability are able to not only differentiate between the two, but are capable of searching an individual’s lifeline and interpret what may happen from what must.

Those with this ability are simultaneously respected and feared, though each may win out over the other in certain cultures. Regardless of the cultural differences throughout the Three Known Lands, Diviners are oft elevated in status once legitimized by their respective customs.

There are many ways for Diviners to interpret the future, listed below are only the most common forms:

Elemental Divination: Those who are doubly attuned often find comfort in divining through their attuned element. Be it flames, smoke, or coals; the whispering of the wind, cloud formations, or the ballad of rain, thunder, and lightning; unlocking secrets of that past from monoliths or seeing the present in calm water, divination is not a gift to take lightly.

Oneiric Divination: Often times those who are attuned to Divination receive dream-visions

Palmistry:




All Diviners are naturally doubly attuned and the second attunement is always an element that can be used offensively.​
 
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HUMANS
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Attributes:
  • Lifespan: Upwards of sixty years
  • Common eye colors: brown, blue, green, grey
  • Common hair colors: brown, black, blonde, red
  • Common height: 5’5”-6’2”
  • No human has been known to be attuned to more than four Elements.
  • The most common human magic users are: Mages, Spellweavers, and Spellslingers
  • The rarest human magic users are Doorways and Sorcer/ess
The human population greatly outnumbers their elven counterparts. Spread across the three continents, humans are a species of great passion and strength. Distinct from the elvenfolk and Sylphaerans is the human capacity for violence. There have been wars among the elves but never to the scale, nor frequency of the humans. Yet, innovation and technological advances have sprung from their wartime frivolities.

Coming of age ceremonies are unique to each homeland, but it’s common for each civilization, no matter how far apart, to have one - wedding ceremonies as well. The human population has split themselves into kingdoms, nations, and theocracies across the Three Lands of RoNaan.

Interestingly enough, humans or by extension, half-elves, have made the most contributions to technology. In the past fifty years alone, three humans and two half elves have created or improved upon five innovations that has nearly changed the world thrice over: sky-barges, windsails, fireseed guns, and “loadable” RoNaan Stones.

Miscellaneous:
  • Humans are attuned to two tiers of the Tetrad, the Low Elements and the Doorways.
  • Humans are the only beings to form bonds with beasts. Half-elf bonds have been created due to their human half.
  • The human population is spread throughout the world and there are only two known places that are devoid of humans: Arannova of the Eastern Mountains and the floating Sylphaeran Isles.
  • The son of a half-elf and a human created the now popular sky-barges.

SYLPHAER
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Attributes:
  • Lifespan: Upwards of a thousand years
  • Ears are pointed, slanted downwards slightly, and longer than five inches
  • Common eye colors: Blue, gold, grey
  • Common hair colors: Gold, blonde, brown
  • Common height: 5’8” - 6’5”
  • Wing color varies and commonly compliments their eye color.
Sylphaerans are ancient immortal beings that were created well before the Dawn of RoNaan. They’re winged creatures that are incredibly strong, incredibly fast and attuned to the High Elements of the Tetrad. They are said to be the precursor of the human and elven races. The Sylphaer people are powerful and influential to the nations they live around, often influencing culture and architectural designs, if from afar. They are revered by the eastern elves as Guardians of the Realm and it’s often said that they eastern elves are direct descendants of these beings.

The Sylphaeran homeland is high in the sky and inaccessible by the commonfolk. Humans and elvenfolk alike are known to travel on sky-barges and windsails just to catch a glimpse of the floating Isles they call home. Despite their isolationist natures, Sylphaer’s are truly welcoming to one creature: storm-demons, or as they refer to them, ‘Syashi’. To the Sylphaer, Syashi represent what has been lost in this world.

They live in lavish homes made of a mysterious substance most commonly referred to as “cloud-brick.” Only the Sylphaer know how to harvest and use this light as air and stronger than brick substance and all of their castles-in-the-skies are made of this. Each Sylphaer, regardless of gender, is expected to create one of these castle-in-the-skies when they come of age. (This is around their two hundred and fortieth year.)

The Sylphaeran culture dictates that one must Walk the Path of Guidance. This has everything and nothing to do with their religious beliefs. Sylphaeran’s are a monotheistic people who believe in the One God. To Walk the Path of Guidance, a Sylphaer must spend an equal amount of time travelling the world, collecting histories and beliefs, and staying within the Isles, archiving their findings and contributing to the upkeep and expansion of their homeland.


Miscellaneous:
  • Like their elven brethren, the Sylphaer have extremely long gestation periods. Eighteen months is the average period but a full twenty four months is not unheard of. They are also slow to procreate as they live extremely long lives and it must also be mentioned that they are not sexually driven as most species are.
  • Incredibly rare, as they as a species are extreme isolationists, Sylphaers are most commonly found in south western lands such as Oraheim and Arora. The eastern elves that idolize them have founded a period, one spring every four years, where they travel across the world to visit them.
  • Though they’re attuned to the High Elements, Sylphaeran’s are known for their ability to harness magic from any tier. Most believe this is due to the fact that their initial attunement is that of the highest tier.

ESJENSARI
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Attributes:
  • Lifespan: Upwards of a thousand years
  • Thin pointed ears slanted upwards
  • Common eye colors: Brown, hazel, amber
  • Common hair colors: Brown, black, red
  • Common height: 5’5” - 6”
The Elves of the Eastern Mountains, or as they call themselves, Esjensari, are a suspicious lot riddled with odd religious beliefs. Pure blooded Esjensari’s are rarely seen away from the homeland and the Empress (or Emperor) is not allowed to leave the Dominance. They’re government consists of an Empress and High Kings and Queens who rule in her steed across the dominances.

They have poor relations with Roanites and humans. They prefer to trade with other elves, and hate that they’re forced to trade with humans to receive what they need. They’re often haughty and easily offended, though they’re not violently inclined. Esjensari’s are pacifists, preferring to stay out of any and all wars. The architecture in their homeland proves this, as they’re incredibly difficult to get to, even by air. Esjensari’s are all very secretive of Esjenne and are said to go to extreme measures if it’s location is revealed to a human.

Miscellaneous:
  • The Esjensari are one of two elven races created before the Dawn of RoNaan.
  • The eastern elves revere the Sylphaer like Saints. They believe that they’re Guardians of the Realm and every four years, during Spring, migrate to the Floating Isles where they’re granted access for three weeks.
  • They are attuned to Low, Middling, and Doorway Elements.

LECYRI
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Attributes:
  • Lifespan: Upwards of eight hundred years.
  • Ears are slanted slightly up and backwards, average length is three and a half inches.
  • Common eye colors: Brown, amber, gold, green, yellow
  • Common hair colors: Brown, black, dark blonde
  • Common height: 6”-6’7”
  • Their nails are rather claw-like and are often used as weapons. They’re said to be as strong as steel.
The Lecyrian elves are animalistic in appearance and extremely prideful in nature. They’re an old race of elves that strayed from civilization for far too long. After the Dawn of RoNaan the Lecyrian’s, thrown from their homeland, split into two groups. Their modern day counterparts now make their place known in the Rughena Jungle of the south east and the Lecara Territory of the south west.

They’re known for their excess of hair and animalistic appearance, but they should be known for their incredible artistry and craftsmanship. Lecyrian’s often sport magnificent beards and extravagant hairstyles to compliment their simple, utilitarian robes. Jewelry is often used as an accent in their hair and beards. They were once hunter and gatherers, and many still are, but trade has flourished and their aloof nature is beginning to fade. Most think Lecyrian’s to be wild, uncultured, pagan beings that know nothing of the modern world; and three hundred years ago that might have been true. That is no longer.

In the Lecara Territory, Lecyrian elves have a bustling capital boasting a hundred thousand citizens of mixed race. Lyf is a unique city with very few crimes, (Lecyrian’s, despite their haughty nature, are not at all violent and are in fact quite rational.) few below poverty, and a government without an aristocracy, which is quite rare for the area. Like the tribes of Rughena, the Lecyrian’s in this part of the world have the concept of peace and chaos in their beliefs. They however, believe that everyone has a sliver of peace and chaos inside them and must choose which one to surrender to.

The tribes of Rughena are quite quaint, preferring to live on their jungle island in the middle of the Bay of Tears, only reaching out to society when they need to. Thirteen tribes dot the island landscape and all help contribute to Trade, and therefore the survival of their island. Though haughty and easily offended, they’re extremely patriotic and wish to keep their new homeland completely theirs. Though inner-tribe conflicts are common, they’re quickly diffused by either battle or peace treaties. The Rughena tribes are unique; peace and chaos are twins in their philosophy, and they believe that one or the other is the inevitable decision for everything in life. Physical, one-on-one “duels” are quite common to settle conflicts, especially those of insulted pride.

Miscellaneous:
  • The Lecyrian’s were one of the few elven races created before the Dawn of RoNaan.
  • They’re either wolfish or feline in appearance.
  • Gestation period is the average elven length: eighteen months.
  • Queensburg supplies their wealthiest trade agreements.

THE ELVES OF RONAAN
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Attributes:
  • Lifespan: Upwards of four hundred years
  • Wide pointed ears upwards of four inches
  • Common hair color: Black, brown, blonde, red
  • Common eye color: Green, brown, grey, blue
  • Common height: 5’6” - 6’4”
  • Some rare few Roanites are known to have silver-tinged skin when using magic.
The Elves of RoNaan or Roanite Elves are the most populated (and popular) race of elves. They also produce the most half-elves and thankfully, welcome them completely to their way of life. The Elves of RoNaan are capable, passionate, and good at what they do. And they do just about everything. Having well developed connections with the human populace, the Roanites and humans pose a substantial threat. The integration was quick and there are very few all-Roanite settlements left.

Miscellaneous:
  • The most famous Roanite is of course RoNaan himself.
  • Roanites can be found all throughout the realm but are found heavily within Orcosea and Marsea.
  • Roanite elves are attuned to the Low and Middling Elements, as well as Doorways.

THE KA'LENE
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Attributes
  • Lifespan: Upwards of two hundred years
  • Ears are wide and slanted sharply upwards
  • Common eye color: Brown, hazel, gold, green
  • Common hair color: Black, brown, dark blonde
  • Common height: 5’8”-6’3”
The Ka’lene elves are found only in Marsea and the surrounding islands. Tattooed upon their dark skin are magic rites the Ka’lene has undergone and studied. The more tattoos one has, the more knowledgeable (and therefore powerful) he’s said to be. There are over seventy known rites that can be tattooed upon a Ka'lene. Each rite has a specific place upon the body and tattooing is considered a sacred experience. The ink is always molten gold in color and has been spelled to prevent fading.

The Ka'lene, driven from their homeland of what is now known as the Mesovian Kigdom, have drifted into northern Marsea and befriended the Esjensari. They are loyal allies and one can find many a Ka'lene in Esjenne. The Ka'lene, like the Esjensari's - although for different reasons - have never appreciated what RoNaan did for the realm. During his March to Arannova, RoNaan forced the Ka'lene out of his way as they attempted to blockade him from entering the Nevrine Mountains. Unlike the Esjensari elves who tolerate the Roanites, the Ka'lene completely segregate themselves from them.

Miscellaneous
  • They’re attuned to Low and Middling Elements.
  • They were born during the Dawn of RoNaan and were said to step aside during his March to Arannova.
  • Half elves are not given tattoos but are integrated into their society.
  • They consider Adori their homeland.


PEYGAWI
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Attributes
  • Lifespan: Upwards of a hundred and eighty years.
  • Ears are thing and slanted backwards
  • Common eye color: grey, brown, green, blue
  • Common height: 5’6”-6’2”
  • Common hair color: black, brown, blonde, red
  • Males shave their entire head while weapon shave both sides, leaving the top long and oft braided.
An entire half-elf population born from the Elves of RoNaan and humans of the western lands, the Peygawi elves are unique and oft misunderstood. These elves have turned themselves into pacifist monks who prefer scholarly pursuits than any other. These elves call Mount Pegawa home and though not against visitors, make them swear vows of non-violence within their borders. Though a vassal of Rezamere, Peygawi have extremely prosperous relations with Kingsport. Peygawi use their magical attunements in tandem with their pursuits of technological advance.

Mount Peygawa is quickly becoming a common destination, due to it's connection with Kingsport. By having helped perfect and maintain Kingsport's skyrails and windstations throughout the west central dominance of Orcosea, they have ensured themselves rations, supplies, and protection.

Many Peygawi's are alchemists, theurgists, and conjurers. They believe in a pair of gods who contrast and compliment each other. Peygawi's are intensely curious about the elements Solis and Luna.

Miscellaneous
  • Peygawi’s are attuned to the Low Elements and the Doorways.
  • Most Peygawi's born within the past three generations have been "pure" half-elves.
  • Though a vassal of Rezamere, Mount Peygawi has good relations with their southern neighbors, Kingsport.


HALFLINGS

Attributes
  • Lifespan: Upwards of a hundred and eighty years.
  • Ears are thin and slanted slightly up and backwards
  • Common eye color: amber, gold, green, and grey
  • Common height: 3’2”-4’10”
  • Common hair color: black, brown, blonde
The Halflings are a very old race that was around long before the Dawn of RoNaan. They prefer to live far away from humans and elves, sticking to their difficult to reach homelands. Unlike most of the realm, the Halflings were not fond of RoNaan but nevertheless respected what his March to Arannova stood for.

Unlike most of the monotheistic and polytheistic religions throughout RoNaan's Realm, the halflings do not believe in gods per se, but of eternal spirits that reside in everything. They build their homes out of natural materials and are known for their exquisitely detailed elemental manipulation. They call many of the realm's swamps, forests, jungles, and caves home. And where halflings dwell, pixys swarm. The two species have always lived side by side and though they do not share Bonds, they have forged something even stronger: an eternal friendship. By giving the pixys a way to keep their freedom, halflings have formed an incredible alliance.

By no means pacifists, halflings, however, have always known to pursue some form of diplomacy before committing themselves to war or skirmishes or conflicts of any kind. They are willing to compromise, but would never let themselves be forced into something they do not want. The halflings, hidden in landscapes difficult to navigate and fight in, are hard to beat due mainly to their use of guerrilla style warfare. Known to use poison tipped weapons and surprise attacks then immediate retreats, halflings are truly a force to be reckoned with.

Miscellaneous
  • The halflings were the ones who created and legitimized Pixy Contracts.
  • Halflings, though found throughout RoNaan's Realm, are said to have originated in Orcosea.
  • It is said that halflings have formed a Guild of Assassins that can be bought for an outrageous price but guaranteed to fulfill any contract that falls into their lap.
  • Halflings are attuned to the Low and Middling Elements.
 
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SETTINGS AND LOCATIONS - ORCOSEA


Q U E E N S B U R G
Towry
The capital city of Queensburg, Towry, lies on the southern coast of the Lover's Mouth and sprawls across many leagues. They employ a vast naval army and the majority of their power comes from their control of the waterways leading into Litos Bay. Towry is a colossal city with districts galore. The High Queen sits in her throne which towers above most of Towry's districts. The upper districts are only accessible to noble citizens, regardless of race, while lower districts harbors all kinds of folks. A few of their major imports and exports are: spices, foodstuff, a variety of ingot metals, dyes, oil and textiles, tobacco, fireseed, summerwine, and machinery.

Oaknor
A small, yet extremely busy town, Oaknor is commonly referred to as the backbone of Queensburg. It is home to farmers, foresters, hunters, and miners. Though the town uses both magic and machinery, the people of Oaknor have a healthy dislike of magic-users who flaunt their powers openly. If magic isn't helping you work, then in their mind, it's not worth it. The plains surrounding Lake Tilly (which borders Oaknor from Desmouthe) are known to be the home of a tribe of centaurs. Though neither are openly hostile, attacks and miscommunication is not uncommon.

Desmouthe
Desmouthe is a small city and the ancestral home to many of Towry's noble folk. Family estates, castles, and centuries old farmland dot the Desmouthe landscape. Though not openly prejudiced, the people of Desmouthe -mainly humans- are wary of outsiders. Magic is tolerable though not openly flaunted within the streets. High Lady Amabelle governs the city of Desmouthe and has implemented a small council to help aid in her rule.

Saintston
Saintston is most famously known for being the home to one of the seven branches of the Multinational Coalition of Magical Arts. The Enchantment Conservatoire is a large estate, covering most of the city's upper districts. Despite being a rather small city, it's population boasts over a million people. Originally a fishing village, Saintston still has a large seafood export and relies heavily on Towry's economy. Many noble families have come to Saintston over the past few centuries and many noble keeps and estates have sprung up and down the rocky coastline.


K I N G S P O R T
Darlington
This capital city lies on the north coast of the Lover's Mouth, though farther inland than their southern allies. Darlington is a metropolis where magic and technology coincide unlike any other place in the realm. By way of runed skyrails, gondola-like contraptions carry people all throughout the city. Kingsport is also one of the few places around the world to have finished construction on their skyports, allowing the new skybarges to dock and unload goods and tourists. Though not home to a branch of MCOMA, Kingsport boasts an entire district full of scientific, mathematic, and astronomy colleges. Their main imports and exports are: machinery, oil, magical paraphernalia, and spices.

Autumnvale
A city filled with nobles, Autumnvale is a picturesque city, framed by famous vineyards and the seemingly permanent autumn trees. High Lord Gilead governs Autumnvale with a firm fist. Races other than Roanite elves are not common in the area, and are regarded with a bit of prejudices. Winemakers and mastersmiths are the epitome of the middle class in this city. They're famous for their wines, jelly, and dyes.

Westerlea
Westerlea is a trio of towns along the west central coast of Orcosea. Though seemingly unimportant to the masses, Westerlea is noted for being the alleged birthplace of RoNaan. Weaterlean's are hardworking people: fisherfolk, which are those who live nearest the sea, miners, who live closest to the Freewater Mountains and mine metal ores and minerals for Kingsport, and farmers who live near Greensborough.


A R O R A
Goldwine Grove
Goldwine Grove is the capital of Arora and is home to most of the Arorian nobles. The High Court of Goldwine Grove governs Arora with a firm fist. Goldwine, whose populace is mainly humans and Roanite elves, has grown steadily over the past few generations. Trade is flourishing, especially between their once bitter rivals, Caerdean. Political intrigue is rife in this city as balls and festivities are thrown year round. For the Arorian nobility, a dagger to the throat would be more refreshing than the constant backdrop of Great and Small House wars. Main imports: foodstuffs, machinery, oil and magical paraphernalia. Main exports: animal hides/leather, seafood, and enchanted ice from the solitary peaks of Mount Goldwine.

Northlet
Less than three generations old, Northlet is Arora's northernmost settlement. Once, nothing but a small fishing village, Northlet is now one of the few locations across the realm to have finished building their skyports. It's become a very profittable extension to Arora's overall economy, as well as to the size and population of Northlet. The High Court of Goldwine Grove struck a deal with their northern allies, Caerdean, who recently finished their own skyports, that was too good to turn down. With shared resources and combined manpower, the two allies have usurped the air power over Orcosea. Like Morlock, Northlet still relies heavily on tourism and external resources.

Morlock
Morlock is an unusual place filled with unusual people. All manner of races can be found within this historic land. The knolls and plains that surround Morlock are home to a variety of non-human creatures. As one of the places RoNaan stopped to rest during his March to Arannova, Morlock has stood the test of time by becoming a settlement founded by RoNaan fanatics. The large town is a melting pot of culture, cuisine, and ethnic races. People say that even the "noble folk" of Morlock are unusual; four hundred years ago the governors of Morlock (Then Locktown) ensured justifiable work pay for all their citizens. (Which is rather unheard of even today.) Though considers unusual, Morlock is a busy town held together by it's backbone: the farmers, smiths, miners, and hunters that call Morlock home. They have good relations with the local centaur tribe.


C A E R D E A N
Caershire
The capital of Caerdean and th emost powerful kingdom in the north, Caershire is home to a new skyport and the descendants of RoNaan himself. Caershire itself is a large, sprawling city along the Orcosean inlet. Opposite the jagged peaks of the Freewater Mountains and parallel to RoNaan's Path, Caershire is a costal kingdom that relies heavily on trade for foodstuffs, oil, machinery and exports such as textiles, dyes, and enchanted hides. Like their ally, Arora, Caerdean has a brand new skyport. In the past three years alone, Northlet has brought in a vast amount of wealth and Caerdean intends to follow suit.

Northwood
A large, underdeveloped place, Northwood is the ancestral home of all the native halflings in Orcosea. Northwood is a rather mysterious place, due in part to the local legends regarding the halflings. Home to a variety of folks, the majority of the populace being foresters, fishermen, and hunters. The hardy trees of Northwood are highly sought after, but the halflings refuse to let them destroy the forest.

RoNaan's Pass
RoNaan's path was once nothing more than a trail through the highlands, now, the entirety of RoNaan's March through what is now known as RoNaan's Pass has been paved with flagstones. The road is leagues long and stretches from Deerend to Morlock. Fanatical worshippers were the first to start laying the gravel and flagstones -over a millennia ago- and what was once a harsh landscape difficult to travail is now an easy journey. Inns are scattered throughout it's length, as are thieves, and one must be ready for both.


* More locations to come as kingdom and city maps are completed.
 
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SETTINGS AND LOCATIONS - LORASEA


V A L T E R I O N
Slovaria
Once a small temple complex, Slovaria has evolved into a city of wonder. Temples line the cobbled streets and dance high in the clouds (and are said to travel deep beneath the ground) all throughout Slovaria. It’s land reaches from Lover’s Lake to the edge of the Maiden Blockade. Unlike both of their brethren in Syra, Solvarian’s are a peaceful people, preferring to keep balance in their lives. Despite this, they still command a force of thirty thousand men, given to Slovaria by the King of Valterion two hundred years ago when the Kuvagi natives revolted and tried to overthrow everything north of Lover’s Lake. Slovaria is home to the Necromancy branch of the Multinational Coalition of Magical Arts.

Vocarro
In the capital city of Valterion, the King and Queen reside within Vocarro’s protective walls. Valterion and its sister-kingdom Visulla are the only known kingdoms to force people into slavery. Vocarro is full of people who slave under the nobility and are branded (foreheads, chin, throat, and wrists) as such whenever captured. Slaves are rarely given their freedom and though said to be treated fairly, die of hard work and hopeless hearts. The Kuvags and the Valterions have been at war for thousands of years and Valterion, often the victor, has taken many as their slaves. Vocarro has almost completed construction on their skyports and expect an influx of imported goods once it’s finished.

Syra
The Syri people are raiders and pillagers, native to the area whereas their leaders are not. Through the centuries their raiding ways have been dampened, but by no means erased. They are more than common fisherman, and believe life should be focused on the sea. The noble folk of Syra are known for their wealthy coast side estates where they’re said to help pirates smuggle in illegal goods.


K U V A G IXT E R R I T O R Y
The Citadel
The Citadel is the capital city of the Kuvagi Territory and is a unique place where races other than humans are not permitted. Though aware of the technological advances, the Kuvags are suspicious people who do not trust the amalgamation of technology and magic. Their stone carved city took several generations wherein the natives struggled against Valterion’s rule.

Steelwood Motte
A large forest, home to Halflings and native Kuvags, is where the Valterion’s were finally brought to their knees three hundred years ago. After fighting countless battles to regain their homeland from Valterion’s clutch, the Kuvag Rebellion hid within Steelwood Motte and cleverly tricked the bulk of Valterion’s army to follow them. Within the large forest Kuvag’s and Halflings fought side by side and broke the chains of oppression. Though it was over three hundred years ago, the Kuvags have kept their word and left Steelwood Motte untouched. The Halfling population is Steelwood Motte is one of the largest in the realm.


Q O V AXN A T I O N S
Trovke
One of the three capitals of the Qova Nations, Trovke is the wealthiest and most populated of the three. Most of QN’s resources come through Trovke and are then spread throughout the QN. A skyport has just finished construction and leaders are anxiously waiting to see hard earned results. Farther south than Valebea but north of Rana Cano, Trovke lies dead center between the two and controls much of the land between the two. Citizens of Trovke are farmers, fishermen, and foresters. Trovke provides most of the manpower behind the QN Army.

Valebea
The second of the QN’s capital city, Valebea is only slightly larger than Rana Canoa, though nowhere near as prosperous. The citizens of Valebea are constantly waging war against their northern allies and are locked into a bloody feud that has lasted countless generations. Though many peace treaties have been enacted, blood is always shed and wars continue to prosper. Though the QN Army is effective against the Kuvags no lasting peace has been found since Valebea’s inception.

Rana Canoa
On the southern tip of Lorasea, Rana Canoa is one of the main exporters of spices. Grown and harvested on the Iagi Islands, governed by Rana Canoa, they are slowly becoming one of the wealthiest Nations in the realm. Rana Canoa is home to the Alchemy branch of the Multinational Coalition of Magical Arts. Though not equipped with skyports, Rana Canoa is home to thousands of windsail stations where one can travel to the Iagi Islands and back in one day.


* More locations to come as kingdom and city maps are completed.
 
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SETTINGS AND LOCATIONS - MARSEA


A R A N N O V A
Esjenne
The motherland of the Esjensari elves, Esjenne, is forbidden to humans. Though all elvenfolk are welcome, Ronaite elves are unwanted. Though, to be fair, most Roanites do not wish to visit Esjenne to begin with. Esjenne, located in the highlands of the Nevrine Mountains, is actually four settlements across the valleys. One of the towns, (Esjei) forbids anyone but an Esjensari -born in the motherland- to enter. Though they're famous for their monumental temples throughout Arannova, it's said Esjei is home to a wonder of the realm unlike any other. Their main exports are silk, dyes, spices, and magical paraphernalia. Main imports include: foodstuff, minerals and metals, oil, and machinery.

Asayama
A large metropolis spanning across leagues of highlands, lowlands, and plains, Asayama is the leading innovator of skybarges and ports. Though invented in the Qova Nations twenty seven years ago, skybarges were improved upon by the Asayami's. The people of Asayama are multinational, multiracial, and innovators of the highest degree. Though not outlawed, as many of their infastructure and technology is magic reliant, Asayama's have a tendency to look down upon those who rely too much on their magical abilities. Though half a world away, Asayama and Kingsport are staunch allies.

Matan
Matan is a small town located on the northeastern end of the Nevrine Mountains. Small and relatively undeveloped, if one considered their neighbors, Matan is surprisingly almost technology-free. The elves of Matan (mainly Esjensari and Ka'lene) rely heavily on magic and though humans are not forbidden, it would be uncommon to see more than a handful throughout their populace. They have a small, but stable economy that is almost solely reliant on their main trade of minerals and precious metals.

Solenne
Solenne was founded by a half-elf almost four hundred years ago through wars, of both blood and ink. Solenne is home, ironically, to many prestigious philosophical institutions and is well known for their Garden Temples where they have been able to grow spices, fruits, and crystals thought to be extinct. Solenne is open to all manners of people, regardless of race, as long as they cause no trouble. Though a vassal of Arannova, the Solennian's believe themselves free people.


A T H A N E O S
Emeraldy
A unique city, filled with races of all kinds, boasting a populace of over two million, Emeraldy is one of the few locations to have finished construction on their skyports. Unlike Kingsport who utilizes skyrails to move people to and fro, Emeraldy uses ground-rails. Half-magic, half technologic wonder, these ground rails move thousands of people daily. Emeraldy is also home to the Animancy branch of the Multinational Coalition of Magical Arts. Not to mention the abundance of speclized colleges and institutions regarding all kinds of educational advancement. Emeraldy's main imports are: salt, spices, foodstuff, oil, and machinery. Main exports are magical paraphernalia, grain/wheat, precious gems, livestock, and spirits.

North Emeraldy
Despite being younger and smaller than it's sister-city, North Emeraldy is the capital of Athaneos. The council that governs Athaneos resides here, among many of the older noble families. Though smaller in almost every possible way, North Emeraldy utilizes the very same ground-rails that it's sister-city does. Along with that, North Emeraldy is home to many foreign embassies and consulates, the most prominent being that of MCOMA.

Borilia
Borilia and it's own sister-city, Bariana, though on the opposite side of the Nevrine Mountains, are Athaneosi's through and through. The people who founded Emeraldy were natives of Borilian lands. Over a thousand years ago, Borilian natives, tired of being raided by Syri-folk across the Serpent's Pass, moved south, traversing the then treacherous Naverine Mountains to find safety in greener pastures. Nowadays, Borilia relies heavily on trade and through the generations have formed a magnificent naval force that protects them against foes from Lorasea.


M E S O V I A
Marbalea
The wealthiest kingdom in Marsea, Mesovia calls Marbalea it's capital despite the fact that it's King and Queen call Gabranth their home. Marbalea is another one of the few locations in the realm to have finished their construction of the skyports. It's also home to the Illusionism branch of the Multinational Coalition of Magical Arts. To it's north, the Hills of Marbalea are home to numerous centaur tribes. Their relations are somewhat rocky. Their main trade includes livestock, enchanted armor and weapons, animal hides, and oil.

Lynlin
This port town is infamously known for it's humble pirating beginnings. Though not equipped with skyports, there are many a windsail stations where nobles can travel up and down the Mesovian coast. Lynlin has an impressive naval fleet and despite belonging to the dominant monotheistic kingdom of Mesovia, the Lynlin people have kept their gods through the millennia and continue to travail the eastern seas.

Gabranth
Gabranth is the seat to the King and Queen of Mesovia and also home to one of the Multinational Coalition of Magical Arts. Mesovia is actually the only kingdom to have two branches of MCOMA. Gabranth is a large city that is allied with the Qova Nations, giving the two control over most of the Autumn sea. Main trade goods are spices, dyes, textiles, grain and spirits.


* More locations to come as kingdom and city maps are completed.
 
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