Post by Iron Kaiser on Jun 13, 2014 23:05:03 GMT -8
Welcome to Talland, the world where magic and machinery combine to form something marvellous! It's an exciting time to be in Talland, as the secrets of industry are just starting to take root in this world that, only centuries ago, was the picture-perfect model of your classic fantasy realm. This article should have everything you need to introduce yourself to the basic facts of the world.
The General Setting
A Short Explanation of Magic
Important Factions and People
The following is an incomplete list of major factions and peoples in Talland. Players should feel free to create new peoples, kingdoms, and important characters (such as a band of gypsy ninjas, or a kingdom of pegasus-riders) as desired. However, these factions serve as the foundation of the world upon which the authors may build.
-Rigna, the Kingdom of Rigna
Centuries before the start of the story, Rigna was a mighty kingdom whose territory spanned most of the continent. Those were relatively peaceful times, when roving monsters, conspiring nobles, and the ever-present winter mages were the worst threats the kingdom faced. But shortly before the dawn of the industrial age, tragedy struck. King Alphonse XII was assassinated, by whom history cannot say, and before the mourning had even ceased, the kingdom was plagued by the worst assault on its borders any had ever seen. Terrible monsters suddenly appeared and wreaked havoc upon Rigna, and the Winter Mages seized the opportunity to pour wrath upon the northern territories. The strain proved too great for the nobles of Rigna, and tensions soon tore the kingdom apart.
In the present day, Rigna is no more. However, the three sister states of Dashale, Amaranth, and Wesslingstock all share common ancestry from Rigna. This is a mixed blessing, for while the three see a kind of kinship amongst themselves, especially in the face of their common enemies, they also harbor rivalries with each other, stemming from a desire to be the most successful successor of Rigna (and perhaps even to reclaim the title of those forgotton lands).
-Dashale, The Duchy of
Located in the Northwestern part of former Rigna, Dashale is a nation that has fully embraced the industrial revolution. Dashalians are captains of industry and innovation, their military has been reorganized into a more modern, nationalized force, and society is beginning to mirror real-world developments with the rise of the middle class and modern cities, many of which house the best universities and museums in Dashale. Dashalians are naturally adventurous people, especially under the reign of Duke Felstin III, who has sponsored explorers, inserted Dashale into foreign affairs, and personally partakes of the adventurous spirit. Industry and science, however, do not account for the totality of Dashalian society. The more rural parts of Dashale are home to the greatest crop production in the land, and wheat export remains a key aspect of the economy.
The Dashalian army is among the best equipped in the world, though not necessarily the strongest. The average Dashalian soldier utilizes a standard three-round carbine rifle and a combat knife, and is often grouped into a squad with access to a mortar launcher, a maxim machine gun, or an essentialist trained to support the riflemen. Dashalian engineers are just beginning to unlock the secrets of tank and APC technology, so they remain fairly rare, and Dashalian army tactics rely on the hard work of Dashalian foot soldier.
-Amaranth, the Principality of
Found in the Northeastern part of former Rigna, Amaranth stands in stark contrast to Dashale. Amaranthians are firmly loyal to their traditions and heritage. Perhaps this is in part because Amaranth is surrounded by enemies. Historically, the Amaranthian region of Rigna was the first line of defense against the Empire of Vehn to the East, and they often contended with the Winter Mages to the North, not to mention the monstrous creatures that often appeared in their territory. This is why Amaranth is littered with old fortresses and barracks, and why there is a proud military tradition going back centuries. Or perhaps it is because the guilds play such a prominent role in Amaranthian culture. Other than the miners of Amaranth's vast mineral-rich fields, the craftsmen of Amaranth drive the economy and propagate their trade through the guilds, which supply the craftsmen with supply and demand and train up new generations of skilled workers. Or perhaps it is because essence is so central to Amaranthian culture. Nearly every Amaranthian learns about essentialism through the guilds. More magicians come out of Amaranth, and magic is used in more novel ways (such as magic crafting), than in any other part of the world. Furthermore, Amaranth is the source of more essence crystals, and higher-quality crystals, than anywhere else. If Dashale's secret weapon is technology, then Amaranth's is their magic dominance.
Amaranth is currently ruled by Prince Artor and Princess Fantine. However, much of the political power is divested in the Amaranthian Lords, who are virtually sovereigns of their own regional areas. While foreign policy is dictated by the Prince and Princess, and they are the nominal heads of the powerful Royal Knights, the Lords raise up the forces that constitute the Amaranthian army. Each Lord (and therefore, his or her army) is different, but for the most part, soldiers are trained in traditional tactics. They wield plate mail and long-sword and shield. Many battalion leaders are trained in the arts of combat essence, and even foot soldiers often know the basics. Some soldiers and leaders are equipped with single-round flintlocks or muskets, but the extent of technological advancement the soldiers wield depends upon the Lord. Finally, it is worth noting that each Lord has a champion, who often represents the Lord on the battlefield and in certain events (like annual games, political showmanship, etc.). Quite unlike the soldiers, the champions are often equipped with the very best technology each Lord's engineers can muster, and it should not be assumed that Amaranthian engineers are any less innovative than their Dashalian counterparts.
-Kennisalia, the Craftlands of / Kennisalia, the Autocracy of / Wesslingstock, the Principality of
Located in the south-western part of the former kingdom of Rigna, and separated from Dashale by Jerrond Bay (a large isthmus cutting through the continent), Wesslingstock was the third major state to emerge from the disentigration of Rigna. Wesslingstock was a major source of gems, golds, textiles, and other such luxury goods. When Wesslingstock existed, it earned massive wealth from these resources. Additionally, Wesslingstock was a major innovator in the development of lenses and focusing crystals, which focused light into powerful beams of energy, and automatons, complex machines that can follow basic commands. Had the principality survived, Wesslingstock may very well have become the most dominant of the three Rigna states, simply through its vast wealth and modern technology.
However, fifteen years prior to the events of the story, Wesslingstock fell. Their developments in automatonic technology was led by one Dr. Morwin Kennis, who was especially important in developing the Automated Intelligence Devices (or A.I.D.s) that guided the machines. As Dr. Kennis was lauded for his achievements, he grew proud and envisioned what he could achieve with total control. In secret, he built an army of combat automatons and overthrew the Duke and his forces. Kennis proclaimed himself Archengineer of the Craftlands of Kennisalia, built over the ruins of Wesslingstock. Fellow traitors were well rewarded by the new dictator, and make up the elite of Kennisalia, while resistors were enslaved and sent to labor camps (and some even experimented on, some whisper).
Kennis rules as a tyrant and dictator through his automaton army, which patrol the streets for dissenters. The average Kennisalian automaton is a surprisingly effective combatant, though they are prone to miss certain details. They are built to mirror both modern industrial advances (IE, robots equipped with rifles, grenades, chain guns, rockets, etc.) and classic weaponry (such as sword and shield automatons). "Leader" models are equipped with advanced A.I.D.s and weaponry utilizing Kennis' focusing crystal technology. Some robots may even be equipped with essence runes, which enable them a modicum of magical ability. Additionally, Kennisalia's army is supported by a human element. Kennis loyalists, mercenaries, and ex-criminals are equipped with the most advanced weaponry in Talland. Many are battle mages, and all are highly effective (if very sparse) soldiers, without the disadvantages that automatons provide.
-Ryn, the People of
The Ryn desert lies to the east of Kennisalia/Wesslingstock and south of Amaranth, and is the home of a weathered, hardy people. These people, the Ryn, were long-time allies of the ancient kingdom of Rigna, and aided the kingdom against the Vehn Empire. However, with the dissolution of Rigna came a complication in its people's relationship with the Ryn. Amaranth and Ryn retained a strong relationship based in mutual respect and the long-standing military alliance between Ryn and Rigna, while Dashale developed a benign indifference toward them. However, the close proximity of Wesslingstock and Ryn led to a cold shoulder between the two states, which escalated into war shortly after Kennis' takeover. The war between Ryn and Kennisalia lasted for well over a year. Dashale and Amaranth sent supplies to the beleagured Ryn, and both even sent short-lived excursion forces to combat the Kennis threat. However, pressure from the Winter Mages and the Vehn Empire kept the two from throwing their full weight into the war, and Ryn was ultimately unable to withstand the Kennis assault.
The Ryn of today are an enslaved people - laborers toiling on behalf of Kennisalia. The Ryn were once effective warriors, especially known for their "Shadows," ninja-like fighters and assassins. This carries over to the present day, where there is a surprisingly large and effective resistance movement still fighting Kennis in the Ryn Desert. The resistance is not well-equipped, however, and distrusts outsiders (especially those from Wesslingstock, keeping the two resistance groups from cooperating together).
It's also worth noting that the Ryn desert itself is one of the most bounteous places in Talland of ancient magical artifacts. Temples and palaces lie buried in the sands, simply waiting for explorers or the unwary traveler to stumble into them. But these buried landmarks are also often full of traps and monsters, and the treasure hunters that explore them are often willing to kill to strike it rich.
-The Order of Greenwood / The Greenwood Rangers / Magnus Cairn
Centuries before the assassination of King Alphonse XII and the dissolution of Rigna, the Order of Greenwood was founded to protect the kingdom from the terrors of the wild and of evil agitators such as the Winter Mages. The Greenwood Rangers have a storied history of slaying monsters and daring rescues, and to this day a Greenwood Ranger has more respect among the common people than most. However, the rangers have fallen into disarray. The average ranger possesses outdated equipment, often in ill-repair, with little support from the larger organization. Grandmaster Leif is a doddering old man, content to reminisce about the past and leave the Rangers as a living relic. There are flickers of hope for the rangers, however. Master Danielle Flynn possesses the same passion for justice and action that once characterized the whole order, and she is desperately trying to bring her ranger chapter up to speed for the modern age.
Their last great act was to purge the city of Magnus Cairn, the former capital city of Rigna, from the monsters that had enveloped it. In honor of their efforts and sacrifice, as well as to keep any one nation from claiming the ancient capital city, the successor states of Rigna donated Magnus Cairn to the Greenwood Rangers. The city, much like the order, is dilapidated and wealthy only in reputation. Most of the Rangers remain in Magnus Cairn, fighting monsters in a gaping chasm called "The Fissure," from which monsters continue to emerge.
-The Winter Mages
Little can be said of the Winter Mages. They have plagued the people of Talland since time immemorial. They live in the northern wastes and target Dashale in particular, though they also assault Amaranth frequently enough. Their abilities are almost exclusively magical, but their mastery of essence is extensive. Aside from their spells, the mages command Golem warriors, and some believe that they are responsible for and have command over the wild monsters that plague Talland. Since the fall of Rigna, they also are in control of the northern, nigh-impenetrable Glazegate Fortress. Some question if the Mages are in collusion with the Vehn Empire and/or Kennisalia, but others contend that's sheer paranoia, and the Winter Mages are too base and mindlessly evil to collude with others.
-Vehn, The Empire of
The nature and abilities of the Vehn Empire will remain undefined for now. Rather, their nature will hopefully be explored and expanded upon over the course of the story. For now, this much will suffice: The Vehn were the primary rivals of the Kingdom of Rigna. While Rigna faced monsters and barbarians elsewhere, in the Vehn Empire they had a powerful, civilized force diametrically opposed to them. The two clashed for generations, with no one gaining the upper hand. The Vehn Empire has been quiet for some time, though their looming presence is felt by the perceptive in Talland, especially in Amaranth. Some believe that the empire has orchestrated everything that has befallen Rigna, from the assassination of King Alphonse the XII and the dissolution of Rigna, the upsurge of monsters and Winter Mages in Talland, and the rise of Dr. Morwin Kennis as Archengineer of Kennisalia. Others believe that the Vehn are not so clever, but simply letting the pieces fall and waiting for the right moment to strike. The Vehn Empire lies to the east of Amaranth and its mighty fortresses
Important Locations
-Ridgewood
Ridgewood is a prosperous Amaranthian city/region near the Amaranthian-Dashalian border. Its wealth can be attributed to several primary causes. First, Ridgewood is surrounded by the Teudal Forest to the Northeast and the Ridgewood Forest to the South, making Ridgewood a premier exporter of lumber and various woodworking crafts. Additionally, its location right on the border makes Ridgewood a natural center of trade between Amaranth and Dashale. Also of note is the XXX Mountains to the east, where some amount of mining takes place (though nothing comparable to the larger mines deeper inside Amaranth).
At the start of the story, Ridgewood is a rather interesting conundrum. On the one hand, the city has withstood myriad attacks from the monster threat. Many of the people live in fear. However, Ridgewood is also currently the temporary home to one of the largest gatherings of fighters in the world, making the city something of a carnival of cultures. Mercenaries and crusaders come to Ridgewood from many lands, for many reasons (money, glory, rightness, to name a few), with many different kinds of skills. Indeed, the gathering is so large that clerks are daily in the center square, heralding in and registering monster hunters (to keep track of the kills... and the dead). To many in Ridgewood, there's a sense of awe and delight at this gathering, and a hope that maybe someone in this crowd will actually be able to stop the monsters once and for all.
On Monsters
Throughout the story, monsters have been very ambiguously defined. This is by design. All that's been revealed so far is that there is some kind of connection to quintessence. There is no single set of traits that can define a monster. The authors are highly encouraged to allow their imaginations to run wild to create creatures that are formidable terrors. Please do not feel the need to duplicate a kind of monster that you've read in another's chapter.
Please post any questions or comments you might have about the world below.
The General Setting
The world of Talland is both unique and familiar - the dawn of a new era and the reinvention of an old one.
Technologically, Talland is based on the real world's 1800's, the Napoleonic age and the American Civil War, and reaching up into the early 20th century. Rifles and rivets alike have been on the scene for several generations now, and inventors are only beginning to crack the possibilities of vehicular transportation. Indeed, the sky is the limit, and the inventions of Talland may go far beyond what our own pre-electric world achieved! However, it's important to keep in mind that this technology is also very new and often rare. People throughout Talland still have a rich connection to the pre-industrial heritage. Vehicles are present in Talland, but not mass-produced. Indeed, even military vehicles such as tanks are rare sights on the battlefield, and often the personal property (and maybe even design!) of the captain that pilots it.
But while Technology may be modernized, the soul of Talland is still largely medieval. Knights and nobles are just as common as entrepreneurs and archeologists. Fabled monsters, distressed damsels, and ancient treasures still cry out across Talland for a knight in shining armor, and many of those heroes still wield sword and shield (while others rely on flintlock and fuse). Quintessence, more commonly known to the people of Talland as essence or magic, is often found in shards, orbs, and runes across the land, and the inclined can continue to craft and use it as others have for centuries. Of course, the technological advancements in Talland raise interesting questions. Can a gun be enchanted as a sword can? What role does an essentialist (or magician) play in an industrial world? And how will the darker forces of nature react to the developing world of Talland? Questions such as these intrigue the reflective in Talland, and no answer is quite yet clear.
In short, Talland is a world of adventure and invention. The soul of the chivalrous knight is transplanted into world where gears turn right alongside gauntlets, and evil stirs in both the dark heart of the enchanted woods and the metal machinations of vile warlords.
Technologically, Talland is based on the real world's 1800's, the Napoleonic age and the American Civil War, and reaching up into the early 20th century. Rifles and rivets alike have been on the scene for several generations now, and inventors are only beginning to crack the possibilities of vehicular transportation. Indeed, the sky is the limit, and the inventions of Talland may go far beyond what our own pre-electric world achieved! However, it's important to keep in mind that this technology is also very new and often rare. People throughout Talland still have a rich connection to the pre-industrial heritage. Vehicles are present in Talland, but not mass-produced. Indeed, even military vehicles such as tanks are rare sights on the battlefield, and often the personal property (and maybe even design!) of the captain that pilots it.
But while Technology may be modernized, the soul of Talland is still largely medieval. Knights and nobles are just as common as entrepreneurs and archeologists. Fabled monsters, distressed damsels, and ancient treasures still cry out across Talland for a knight in shining armor, and many of those heroes still wield sword and shield (while others rely on flintlock and fuse). Quintessence, more commonly known to the people of Talland as essence or magic, is often found in shards, orbs, and runes across the land, and the inclined can continue to craft and use it as others have for centuries. Of course, the technological advancements in Talland raise interesting questions. Can a gun be enchanted as a sword can? What role does an essentialist (or magician) play in an industrial world? And how will the darker forces of nature react to the developing world of Talland? Questions such as these intrigue the reflective in Talland, and no answer is quite yet clear.
In short, Talland is a world of adventure and invention. The soul of the chivalrous knight is transplanted into world where gears turn right alongside gauntlets, and evil stirs in both the dark heart of the enchanted woods and the metal machinations of vile warlords.
A Short Explanation of Magic
In this world, Magic technically goes under the name of Quintessence. However, most inhabitants within Talland simply call it "essence" or "magic." Magic is a powerful force that is found throughout Talland, and it is frequently employed by its denizens in a variety of ways. While essence within Talland is not necessarily hard-coded into "elemental-based" manifestations (ie, fire-magic, water-magic, etc.), skilled users of essence, called essentialists, often specialize in certain forms (fire-mages, earth-mages, etc.) or applications (barrier-mages, crafting-mages, etc.) of magic. Nobody's a jack-of-all-trades at a skill so vast as essentialism.
Essence has a wide variety of possible applications, both in society and on the battlefield. However, there is one major consideration that anyone who wishes to understand magic in Talland must consider. No one, no matter how attuned they are to essence within Talland (and indeed, some are more naturally gifted at magic than others), can use magic without a quintessence crystal. Quintessence crystals (or essence crystals) are small gems through which essence courses and may be utilized. The power and effectiveness of an essence crystal is measured upon the same scale that we in the real world use to grade diamonds, the four Cs: color, clarity, cut, and carat weight. The latter three all affect the general essence strength of the crystal, while color may grant certain advantages or disadvantages when using magic in a particular way (for example, a red essence crystal may work fire magic even better than others). In other words, one must consider the kind of essence crystal a magician wields as well as the magical strength of the magician herself in order to truly gauge her abilities. A magical novice with an expertly crafted essence crystal may be more powerful than a master with only an essence shard. And without that crystal, an essentialist can only sense magic - they can't actually use it.
By the way, pieces and slivers of essence crystals are by far the most common available conduits of magic. They are called essence shards, and they're fairly common. The larger gems, however, are much rarer.
Essence has a wide variety of possible applications, both in society and on the battlefield. However, there is one major consideration that anyone who wishes to understand magic in Talland must consider. No one, no matter how attuned they are to essence within Talland (and indeed, some are more naturally gifted at magic than others), can use magic without a quintessence crystal. Quintessence crystals (or essence crystals) are small gems through which essence courses and may be utilized. The power and effectiveness of an essence crystal is measured upon the same scale that we in the real world use to grade diamonds, the four Cs: color, clarity, cut, and carat weight. The latter three all affect the general essence strength of the crystal, while color may grant certain advantages or disadvantages when using magic in a particular way (for example, a red essence crystal may work fire magic even better than others). In other words, one must consider the kind of essence crystal a magician wields as well as the magical strength of the magician herself in order to truly gauge her abilities. A magical novice with an expertly crafted essence crystal may be more powerful than a master with only an essence shard. And without that crystal, an essentialist can only sense magic - they can't actually use it.
By the way, pieces and slivers of essence crystals are by far the most common available conduits of magic. They are called essence shards, and they're fairly common. The larger gems, however, are much rarer.
Important Factions and People
The following is an incomplete list of major factions and peoples in Talland. Players should feel free to create new peoples, kingdoms, and important characters (such as a band of gypsy ninjas, or a kingdom of pegasus-riders) as desired. However, these factions serve as the foundation of the world upon which the authors may build.
-Rigna, the Kingdom of Rigna
Centuries before the start of the story, Rigna was a mighty kingdom whose territory spanned most of the continent. Those were relatively peaceful times, when roving monsters, conspiring nobles, and the ever-present winter mages were the worst threats the kingdom faced. But shortly before the dawn of the industrial age, tragedy struck. King Alphonse XII was assassinated, by whom history cannot say, and before the mourning had even ceased, the kingdom was plagued by the worst assault on its borders any had ever seen. Terrible monsters suddenly appeared and wreaked havoc upon Rigna, and the Winter Mages seized the opportunity to pour wrath upon the northern territories. The strain proved too great for the nobles of Rigna, and tensions soon tore the kingdom apart.
In the present day, Rigna is no more. However, the three sister states of Dashale, Amaranth, and Wesslingstock all share common ancestry from Rigna. This is a mixed blessing, for while the three see a kind of kinship amongst themselves, especially in the face of their common enemies, they also harbor rivalries with each other, stemming from a desire to be the most successful successor of Rigna (and perhaps even to reclaim the title of those forgotton lands).
-Dashale, The Duchy of
Located in the Northwestern part of former Rigna, Dashale is a nation that has fully embraced the industrial revolution. Dashalians are captains of industry and innovation, their military has been reorganized into a more modern, nationalized force, and society is beginning to mirror real-world developments with the rise of the middle class and modern cities, many of which house the best universities and museums in Dashale. Dashalians are naturally adventurous people, especially under the reign of Duke Felstin III, who has sponsored explorers, inserted Dashale into foreign affairs, and personally partakes of the adventurous spirit. Industry and science, however, do not account for the totality of Dashalian society. The more rural parts of Dashale are home to the greatest crop production in the land, and wheat export remains a key aspect of the economy.
The Dashalian army is among the best equipped in the world, though not necessarily the strongest. The average Dashalian soldier utilizes a standard three-round carbine rifle and a combat knife, and is often grouped into a squad with access to a mortar launcher, a maxim machine gun, or an essentialist trained to support the riflemen. Dashalian engineers are just beginning to unlock the secrets of tank and APC technology, so they remain fairly rare, and Dashalian army tactics rely on the hard work of Dashalian foot soldier.
-Amaranth, the Principality of
Found in the Northeastern part of former Rigna, Amaranth stands in stark contrast to Dashale. Amaranthians are firmly loyal to their traditions and heritage. Perhaps this is in part because Amaranth is surrounded by enemies. Historically, the Amaranthian region of Rigna was the first line of defense against the Empire of Vehn to the East, and they often contended with the Winter Mages to the North, not to mention the monstrous creatures that often appeared in their territory. This is why Amaranth is littered with old fortresses and barracks, and why there is a proud military tradition going back centuries. Or perhaps it is because the guilds play such a prominent role in Amaranthian culture. Other than the miners of Amaranth's vast mineral-rich fields, the craftsmen of Amaranth drive the economy and propagate their trade through the guilds, which supply the craftsmen with supply and demand and train up new generations of skilled workers. Or perhaps it is because essence is so central to Amaranthian culture. Nearly every Amaranthian learns about essentialism through the guilds. More magicians come out of Amaranth, and magic is used in more novel ways (such as magic crafting), than in any other part of the world. Furthermore, Amaranth is the source of more essence crystals, and higher-quality crystals, than anywhere else. If Dashale's secret weapon is technology, then Amaranth's is their magic dominance.
Amaranth is currently ruled by Prince Artor and Princess Fantine. However, much of the political power is divested in the Amaranthian Lords, who are virtually sovereigns of their own regional areas. While foreign policy is dictated by the Prince and Princess, and they are the nominal heads of the powerful Royal Knights, the Lords raise up the forces that constitute the Amaranthian army. Each Lord (and therefore, his or her army) is different, but for the most part, soldiers are trained in traditional tactics. They wield plate mail and long-sword and shield. Many battalion leaders are trained in the arts of combat essence, and even foot soldiers often know the basics. Some soldiers and leaders are equipped with single-round flintlocks or muskets, but the extent of technological advancement the soldiers wield depends upon the Lord. Finally, it is worth noting that each Lord has a champion, who often represents the Lord on the battlefield and in certain events (like annual games, political showmanship, etc.). Quite unlike the soldiers, the champions are often equipped with the very best technology each Lord's engineers can muster, and it should not be assumed that Amaranthian engineers are any less innovative than their Dashalian counterparts.
-Kennisalia, the Craftlands of / Kennisalia, the Autocracy of / Wesslingstock, the Principality of
Located in the south-western part of the former kingdom of Rigna, and separated from Dashale by Jerrond Bay (a large isthmus cutting through the continent), Wesslingstock was the third major state to emerge from the disentigration of Rigna. Wesslingstock was a major source of gems, golds, textiles, and other such luxury goods. When Wesslingstock existed, it earned massive wealth from these resources. Additionally, Wesslingstock was a major innovator in the development of lenses and focusing crystals, which focused light into powerful beams of energy, and automatons, complex machines that can follow basic commands. Had the principality survived, Wesslingstock may very well have become the most dominant of the three Rigna states, simply through its vast wealth and modern technology.
However, fifteen years prior to the events of the story, Wesslingstock fell. Their developments in automatonic technology was led by one Dr. Morwin Kennis, who was especially important in developing the Automated Intelligence Devices (or A.I.D.s) that guided the machines. As Dr. Kennis was lauded for his achievements, he grew proud and envisioned what he could achieve with total control. In secret, he built an army of combat automatons and overthrew the Duke and his forces. Kennis proclaimed himself Archengineer of the Craftlands of Kennisalia, built over the ruins of Wesslingstock. Fellow traitors were well rewarded by the new dictator, and make up the elite of Kennisalia, while resistors were enslaved and sent to labor camps (and some even experimented on, some whisper).
Kennis rules as a tyrant and dictator through his automaton army, which patrol the streets for dissenters. The average Kennisalian automaton is a surprisingly effective combatant, though they are prone to miss certain details. They are built to mirror both modern industrial advances (IE, robots equipped with rifles, grenades, chain guns, rockets, etc.) and classic weaponry (such as sword and shield automatons). "Leader" models are equipped with advanced A.I.D.s and weaponry utilizing Kennis' focusing crystal technology. Some robots may even be equipped with essence runes, which enable them a modicum of magical ability. Additionally, Kennisalia's army is supported by a human element. Kennis loyalists, mercenaries, and ex-criminals are equipped with the most advanced weaponry in Talland. Many are battle mages, and all are highly effective (if very sparse) soldiers, without the disadvantages that automatons provide.
-Ryn, the People of
The Ryn desert lies to the east of Kennisalia/Wesslingstock and south of Amaranth, and is the home of a weathered, hardy people. These people, the Ryn, were long-time allies of the ancient kingdom of Rigna, and aided the kingdom against the Vehn Empire. However, with the dissolution of Rigna came a complication in its people's relationship with the Ryn. Amaranth and Ryn retained a strong relationship based in mutual respect and the long-standing military alliance between Ryn and Rigna, while Dashale developed a benign indifference toward them. However, the close proximity of Wesslingstock and Ryn led to a cold shoulder between the two states, which escalated into war shortly after Kennis' takeover. The war between Ryn and Kennisalia lasted for well over a year. Dashale and Amaranth sent supplies to the beleagured Ryn, and both even sent short-lived excursion forces to combat the Kennis threat. However, pressure from the Winter Mages and the Vehn Empire kept the two from throwing their full weight into the war, and Ryn was ultimately unable to withstand the Kennis assault.
The Ryn of today are an enslaved people - laborers toiling on behalf of Kennisalia. The Ryn were once effective warriors, especially known for their "Shadows," ninja-like fighters and assassins. This carries over to the present day, where there is a surprisingly large and effective resistance movement still fighting Kennis in the Ryn Desert. The resistance is not well-equipped, however, and distrusts outsiders (especially those from Wesslingstock, keeping the two resistance groups from cooperating together).
It's also worth noting that the Ryn desert itself is one of the most bounteous places in Talland of ancient magical artifacts. Temples and palaces lie buried in the sands, simply waiting for explorers or the unwary traveler to stumble into them. But these buried landmarks are also often full of traps and monsters, and the treasure hunters that explore them are often willing to kill to strike it rich.
-The Order of Greenwood / The Greenwood Rangers / Magnus Cairn
Centuries before the assassination of King Alphonse XII and the dissolution of Rigna, the Order of Greenwood was founded to protect the kingdom from the terrors of the wild and of evil agitators such as the Winter Mages. The Greenwood Rangers have a storied history of slaying monsters and daring rescues, and to this day a Greenwood Ranger has more respect among the common people than most. However, the rangers have fallen into disarray. The average ranger possesses outdated equipment, often in ill-repair, with little support from the larger organization. Grandmaster Leif is a doddering old man, content to reminisce about the past and leave the Rangers as a living relic. There are flickers of hope for the rangers, however. Master Danielle Flynn possesses the same passion for justice and action that once characterized the whole order, and she is desperately trying to bring her ranger chapter up to speed for the modern age.
Their last great act was to purge the city of Magnus Cairn, the former capital city of Rigna, from the monsters that had enveloped it. In honor of their efforts and sacrifice, as well as to keep any one nation from claiming the ancient capital city, the successor states of Rigna donated Magnus Cairn to the Greenwood Rangers. The city, much like the order, is dilapidated and wealthy only in reputation. Most of the Rangers remain in Magnus Cairn, fighting monsters in a gaping chasm called "The Fissure," from which monsters continue to emerge.
-The Winter Mages
Little can be said of the Winter Mages. They have plagued the people of Talland since time immemorial. They live in the northern wastes and target Dashale in particular, though they also assault Amaranth frequently enough. Their abilities are almost exclusively magical, but their mastery of essence is extensive. Aside from their spells, the mages command Golem warriors, and some believe that they are responsible for and have command over the wild monsters that plague Talland. Since the fall of Rigna, they also are in control of the northern, nigh-impenetrable Glazegate Fortress. Some question if the Mages are in collusion with the Vehn Empire and/or Kennisalia, but others contend that's sheer paranoia, and the Winter Mages are too base and mindlessly evil to collude with others.
-Vehn, The Empire of
The nature and abilities of the Vehn Empire will remain undefined for now. Rather, their nature will hopefully be explored and expanded upon over the course of the story. For now, this much will suffice: The Vehn were the primary rivals of the Kingdom of Rigna. While Rigna faced monsters and barbarians elsewhere, in the Vehn Empire they had a powerful, civilized force diametrically opposed to them. The two clashed for generations, with no one gaining the upper hand. The Vehn Empire has been quiet for some time, though their looming presence is felt by the perceptive in Talland, especially in Amaranth. Some believe that the empire has orchestrated everything that has befallen Rigna, from the assassination of King Alphonse the XII and the dissolution of Rigna, the upsurge of monsters and Winter Mages in Talland, and the rise of Dr. Morwin Kennis as Archengineer of Kennisalia. Others believe that the Vehn are not so clever, but simply letting the pieces fall and waiting for the right moment to strike. The Vehn Empire lies to the east of Amaranth and its mighty fortresses
Important Locations
-Ridgewood
Ridgewood is a prosperous Amaranthian city/region near the Amaranthian-Dashalian border. Its wealth can be attributed to several primary causes. First, Ridgewood is surrounded by the Teudal Forest to the Northeast and the Ridgewood Forest to the South, making Ridgewood a premier exporter of lumber and various woodworking crafts. Additionally, its location right on the border makes Ridgewood a natural center of trade between Amaranth and Dashale. Also of note is the XXX Mountains to the east, where some amount of mining takes place (though nothing comparable to the larger mines deeper inside Amaranth).
At the start of the story, Ridgewood is a rather interesting conundrum. On the one hand, the city has withstood myriad attacks from the monster threat. Many of the people live in fear. However, Ridgewood is also currently the temporary home to one of the largest gatherings of fighters in the world, making the city something of a carnival of cultures. Mercenaries and crusaders come to Ridgewood from many lands, for many reasons (money, glory, rightness, to name a few), with many different kinds of skills. Indeed, the gathering is so large that clerks are daily in the center square, heralding in and registering monster hunters (to keep track of the kills... and the dead). To many in Ridgewood, there's a sense of awe and delight at this gathering, and a hope that maybe someone in this crowd will actually be able to stop the monsters once and for all.
On Monsters
Throughout the story, monsters have been very ambiguously defined. This is by design. All that's been revealed so far is that there is some kind of connection to quintessence. There is no single set of traits that can define a monster. The authors are highly encouraged to allow their imaginations to run wild to create creatures that are formidable terrors. Please do not feel the need to duplicate a kind of monster that you've read in another's chapter.
Please post any questions or comments you might have about the world below.