timelostlore (
timelostlore) wrote2012-05-30 09:47 am
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Setting

Soreion is an immense dual solar planet with a rich environmental geography. It has a large green sun, and a smaller orange sun. Both rise and fall at almost identical times. Soreion has all the known earth formations and natural environments as well as some fantasy ones. This is the world where all players begin at, more precisely, once they leave the Void, they end up in the outskirts of one of the largest cities in the continent of Searagus, Casale.
Map of Searagus can be found HERE!
Searagus - The Mother Continent (Main continent of Mirage)
The city itself has only one main entry and exit, the Grand Archway. The gate itself is decorated with majestic magical runes that shine and glow every so often. The architecture of the gate itself is grand, and it is clear that it can withstand great assaults as well as be warm and inviting for those looking to venture into the city.
As you enter the city, you notice that it is as full of life as the outside. Stands of produce, weapons, and miscellaneous items liter the alleyways of this vibrant city.
The buildings are made of red stone, giving the city a deep blood color. The decorations generally steered into the golds or silvers, with hints of emerald and sapphire. All in all, the city itself seems to have a decent economy and the difference in social levels is unapparent besides from a large upwards road into what you can gather is the nobles district judging from the big houses and mansions.
In the very back of the city lies a majestic citadel. Crowning towers and a massive courtyard with the statue of what appears to be a two headed giant wielding a massive great axe.
There are four main, very large roads that make up the main traveling area through the city and link the four main districts of Casale itself.:
The Trade District seems to be the one with most life. Vendors of all shapes of life bellow out their advertisement for their stands. The smells of various food stands waft over the crowded alleys and the wealthier merchants make sure their customers are well taken care of in their large restaurants, stores and service parlors. This is also the first district you encounter after passing through the gates, the main road leading all the way up until you see the center courtyard of the City itself, where the roads split into the four different directions that lead to the other districts of the city, as well as back to whence you came and the main gate.
Four Winds is the center of the city where you will find many of its denizens mingling as well as the most recent addition to the city, the statue of the Heroic Traits, the saviors of the Blood Moon Tragedy. Maderas, Billy, Elivanthe, Ellyn, Wraith, Axemaim, Kaya, Hank, Rarity, Jinx, and Gizmo among other heroes that took part in that fight where displayed in the wonderfully detailed fountain. It was a sight that made people smile as they passed by. Children played around the square, pretending to be the heroes of that day as if it was a distant story, all claiming different outrageous rumors about how they helped in the fight, or fought the fires, or helped the injured just as the heroes did.
The Noble's Quarter is where you'll find the wealthiest of citizens of Casale. Big dresses and fancy suits adorn most, if not all of its denizens. Decorated carriages, knights in the most impressive of armors and extravagant houses decorate this lush quarter of the city. Taking the right road after reaching Four Winds will lead you to this lush and vast district. This district also holds Casale's Mystral Lake and the Rushberry Park, open to all denizens and visitors of the City.
Castle Ophriel is the majestic abode of the King Kitton and Queen Ophelia of Casale and it is at the end of the main road that begins at the gate and continues through Four Winds and beyond. It's generally open to the public so they can consult, or ask favors from the Royal Family. Most, if not all of the population considers them a wise and caring, brave and intelligent, others however, claim that they have taken on a burden, far too large for people of their age, taking up the mantle of rulers after the catastrophe of the Blood Moon Tragedy.
The large statue in the middle of the courtyard seems to retell the story of the Ettin that betrayed his kin to protect Casale. He had befriended the previous King, Milorn and in return for the human's kindness, he fought against the legion of creatures bent on destroying the prosperous city. His last act of bravery involved him tackling a dragon mid-flight, and plummeting alongside it, to the depths of the canyon behind Castle Ophriel.
The Castle District also holds the Grand Library, the Mystic Abode, the Casale Fairy Labyrinth and the Holy Knight's Fort.
The last district, reached by taking the left road in Four Winds, is the Blood Quarter, named for it being the district that holds the blood that flows life into Casale. The majority of the populace makes their homes here and the variety of life is the most apparent in this location. Many races live in relative peace, all sorts of walks of life live next to each other and enjoy the bounties of living in Casale. However, not all in the Blood Quarter is pleasant to behold.
The Blood Quarter also holds the Underhold (Is the location under the sewers where the majority of the underground criminals and underlords make their home and unpleasant dealings.), the Grand Cemetery, the Communal Baths, the Hot Springs, and the Grand Orphen Hospital.
The immediate surroundings around Casale are as follows:
Soulsurf Beach (a large expanse of purple and normal sand beach that stretches out for miles. It would take around a month of travel by foot to reach one end to the other. The waters are fairly safe near the shore, but deeper waters are home to dangerous creatures such as large dire sharks, aquatic humanoid creatures (some hostile, some neutral), kraken's and sea sprites.) is to the south, past the Valley of Ivory Kings (a large valley with crop circle formations and large ivory mountains and caverns. Wild game creatures such as antelope, elephant, gazelle, zebra, llama, large valley eagles. As well as some more dangerous creatures in and around the caverns like hydra's and basilisks.)
The Dragon Spine Mountain range to the west of the city with is where the volcano Mt. Jocelyn is. Denizens of the mountain range include Dwarves and gnomes who are neutral to the city of Casale (dwarves are typical fantasy dwarves, and gnomes are a bit more eccentric in this world, often using magic for anything and everything.) In the mountain, deep in one of it's dwarf-made entrances, lies the City of Stonehaze home to the gnomes, and further in past that city is the Forge City of Coalbeer, home of the dwarves of the region. Past the mountains and a few weeks travel through the Lo'reckt Marshlands is the closest large city to Casale, Kabretu, City of the Dead.
To the east you have the N'jari Enchanted Forest, it's a forest where many enchanted creatures live. It's protected by the very creatures many come to hunt due to the riches that can be gained from the pelts, and magical items that can be gained from killing any of the creatures in it. It is also highly dangerous and many hunters and adventurers stick to the outskirts of the forest. Past the forest is the Fluxean Waterrise; a large lake that was bombarded with arcane energies during the last great war resulting in a backwards waterfall. The water rises, a mile wide rise, and then falls once it reaches two hundred feet. The lake that holds it is 10 miles wide around. Inhabitants of the area range from small humanoid tribes (lizarfolk, barbarians, Ettins, ogres, orcs and goblins). Within the darker areas of the forest you can also find the Raven's Nest. An independent city-state made up of one of the strongest barbarian tribes of the region and one of the more recent allies of Casale.Past that lies the Sand Sea, the largest desert in Searagus, filled with barbarian tribes, massive monsters and incredible magical dungeons. In the same location, far above the ground of the Sand Sea you can find the floating capitol of the elves, Liberty City.
To the north you have the Imperial Chasm where the dragon goddess Tiamat was sealed. The chasm itself is full of demons and shadowy creatures that are in the dungeons past the Royal Family Cavern where Tiamat was kept. Many of them broke out of their cells during Tiamat's release but are unable to go past the wards at the entrance of the dungeon. Past that, the Arcane Wasteland (the biggest site of the last war), is an area torn asunder by the major battles, now a wasteland full of restless undead. And further north is the Floating Island Graveyards, a phenomena of the years of war before, many denizen's of Soreion where piled up and burried in the area, but the sheer amount of energies released from the tormented souls and the magical artifacts left behind tore the very ground and now multiple islands that hold crypts, mausoleums and dungeons float above the ground full of dangers and spoils.
Past Searagus are 3 other major continents. Maj'n the continent to the west of Searagus, past the Girard Ocean. Caestus, the continent to the east of Searagus, past the Pentaglee Ocean. And B'thial, the continent to the north-east of Searagus, past the Lingering Sea. To the north of Searagus, before the polar ice caps, you may also find the Isles of Kelp, an archipelago of various volcanic islands that have gone inert. And to the south of Searagus, before the polar ice cap, you'll find the Floating Isles of J'nta
Marybird Orphanage - Casale
The building is large enough to house over one hundred people with rooms both above and below ground. A large couryard out front greets guests with a large Marybird statue carrying children to safety and a small hedge fence that leads to the yard where a few objects have been contructed for children to play in. (Playground usuals as well as a few other more unique places.)
There are currently around 50 orphans housed in the building, all varying in ages from a few babies, to a handful of late teens/youn adults who are training in a profession to make their way on their own soon enough.
Castle Von Veigar - Dragonspine Mountains
It is a bastion of defense with high walls, sentry towers and magical wards around it. Entry to the castle can be achieved through two means; arrival through the front gate, or uttering the special invitation word that would teleport you inside. Flight into the fortress is also possible, but it'd be best if you were cleared for landing as the wards will leave an unsavory experience if you get too close.
Within the walls there are many golems that protect the castle itself. Most constructed out of the same stone the fortress was built from, but there are many other kinds that got raised for the very purpose of showing off the power of the owner.
It's positioning makes it ideal for trade routes looking to go over and past the mountains, and it's alliance with Casale makes it more accessible.
- Lord and owner - Baron Von Veigar
Casalian Arcane Academy of Higher Learning
It is one of a handful of prestigious academies across Soreion, and only one of two on the continent of Searagus (the other belonging to Liberty City).
Competition to attend CAAHL is both fierce and pricey, as attaining mastery of the arcane arts without having first apprenticing under a wizard, sorcery or priest can span upwards to a decade and cost thousands and tens of thousands (in rare cases hundreds of thousands) gold. Many of Seargus' elite send their children abroad to the academy to learn many practical, etiquette-related and educational skills and knowledge as a supplement to their usual studies of nobility and the courts.
As it is a private school, the royal family have little say in the management of the academy, beyond the city and realm laws that apply to all Casalian business and entities under their rule. Instead, CAAHL is run by a president, two deans and a council of members (all former students and/or teachers, known as the 'Directorate') who maintain different duties, including voting on decisive issues concerning the school. This council also serves another role as sponsors to the school, often using their own money and time to provide scholarships to extremely talented people who would otherwise be unable to afford the steep tuition that comes with this level of educational excellence.
The current upper-management faculty include:
Fenniker Deluront: President
Harley Endinborough: Dean of Martial practices
Valourel Mendarth: Dean of Arcane practices
Lady Cathlorin Redstrom: Member of the Directorate
Nielven Capeheart: Member of the Directorate
Rilba Goatsteak: Member of the Directorate
Himdan Scalesplit: Member of the Directorate
Bianca Komin: Member of the Directorate
Attending CAAHL
Students wishing to attend CAAHL must undergo both an interview process and one of two tests (based on skill-set or knowledge, respectively) by submitting their applications by mail, courier or in person. Applications submitted by spell, send, telepathy or otherwise are prohibited and make applicants subject to a two-month blacklist of their applications.
Studying at CAAHL
Those who do excel in the magical arts are left with areas of expertise that include (but are not limited to) the Arcane, Light/Faith-based, Nature, supernatural and racial spell users. A selective list of Necromantic spells and abilities may be taught and learned, but any student who is focused on, or will become a Necromantic or other Life/Soul-based magic user must register with the city courthouse at the start of their intermediate courses, in accordance to current Casalian laws.
Champion/Chosen Progression Program
Those who make it to the top amongst the various academies of Soreion are lavished with praise, riches, prestige and more. It's difficult to maintain the position, but the rewards are well worth the struggle for those who succeed.
Champion and Chosen (practicing and Alumni) are not expected to join the military of their home nations, but they are required to return any and all call to arms issued by their respective academy.
What is a Champion and what is a Chosen?"
Champions are responsible for the defense of their charges. They are one half of a team, paired with a mage, arcane gunsmith, battlemage or otherwise magically inclined, that attends the academy. Chosen are the spellcasters of this pair, prepared with the knowledge and arcane expertise to make their partnership beyond the walls of the academy, a success. Champions and Chosen assist each other in their travels, field-study, expeditions and other worldly journeys they wish to engage in.
What makes one a Champion or Chosen?
Loyalty above all is the most important thing, next to having a good head on their shoulders. A Chosen or Champion is required to have intimate knowledge of their charge's abilities and skills. Their personality and to a lesser degree, their life. To perform many of the shared spells and cross-skills, they must be in near-perfect sync with their charge, or face unfortunate consequences for failure.
What makes a good champion or chosen is acquiring an understanding of them and fighting for them as they would for themselves.
What type of people do they become?
A Champion and Chosen team of note are that of the President of the academy and the Dean of Martial practices, who have been Chosen and Champion for more than 30 years. Though most of their time is spent within the walls of the school these days, they do take time out of the school year to continue with their partnership. Other notable teams include Scalesplit and Hedan, and the legendary heroes amongst Searagians,Rainwell and Skysong.
What are classes like?
Normal students at CAAHL undergo a 40-hour schedule of coursework over five out of seven days in the week, supplemented by research, homework. A Champion and Chosen's schedule are a bit different, however.
They attend 20 coursework hours of classes, while the other 20 are gained through missions and mystic or martial synthesis training. Progression students are able to choose when that training goes on, making their schedules more flexible. As they attain rank and skill, they're sent out on more missions, or they're tasked to lead expeditions of their own. Those count towards both their in-school coursework and their synthesis training. Any expeditions or travels that are taken towards research are treated as credits and class hours.
With this in mind, a champion is only as strong as their charge, and vice versa. If one or the other slacks, especially with their studies, it's up to their partner to demand excellence. Punishments are also shared by the team, regardless of who was responsible. In this way they celebrate in victory together or wallow in defeat. Always as a team.
How do I join?
Due to the difficulty, stringent requirements and high levels of excellence required, the pool of available Champions and Chosen are in small number at CAAHL. However, if a student does wish to join their prestigious ranks, an assessment test is required to show that they have the aptitude and skills required. Depending on the results of this test, they are placed between 1st and 3rd year. That also means they'll be assigned a Chosen with appropriate skills.
Champions and Chosen are not currently able to pick a partner based on their own choosing.
Searagus Map