The Wanderverse

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The Wanderverse

Post  Dusk Raven on Sat Sep 27, 2014 8:07 pm

This is a topic for all the data concerning the Wanderverse, a creation of mine that serves as my great high fantasy world. I've already made an RP on here in it, in the form of The Hordes of the Blight, and I hope to make additional RPs set in it in the future.

To be honest, all this was inspired by a map... a very special map, which I repost here for your viewing pleasure. I've made some modifications to the political side of it, of course, but geographically this is the map I use.

Anyway, without delay, I give you the Wanderverse data.

Creation and General History:
None know who created the universe, but what is known is that this world was created by the goddess Luxa. With her powers she formed land, sea, and sky, and created beings to populate all three. First to be created were the Titans, whose bodies were composed of the very land itself, and even as they slumber shape the climate of the world. Next were the Fey, stewards of life, who helped to create the many beings that thrive in the world. Last were the Dragons, mightiest of all life, intended to serve as guardians of the world and keepers of knowledge.

But Luxa was accompanied by another deity, the dark god Eclipsus. His power was less than that of Luxa's, and he became envious of her ability to create beings, which he lacked. In time he formed - or perhaps discovered - a form of magic disease called the Blight, and tainted himself with it. It made him the opposite of what he was before - where once he was passive, now he was active. He became confident and no longer self-hating. Together he worked with Luxa, and the two soon fell in love. Luxa bore a total of four children - the deities Dia, Noxa, Somnia, and Mutus, symbolizing day, night, dreams, and change.

But love also blinded Luxa to the full extent of what Eclipsus had become. He soon became cruel and malignant, toying with the beings of the world for fun. Luxa eventually realized what the Blight had done, and separated herself from him, trying to insulate her creations from him and the Blight.

In the brief time that followed, Luxa attempted to create a fifth child deity, and created Amora, love. But not long after Amora was created, Eclipsus returned, and infected the young goddess with the Blight, corrupting her into an entity known only as the Brood Queen. Together, Eclipsus and the Brood Queen sought to spread the Blight to all of Luxa’s creation. Seeing the threat her former love had become, Luxa used her powers to seal herself and him away, using all of her power to keep him from harming the world she loved, at the cost of never being able to return.

The four remaining young gods struggled to maintain control over their mother’s creation, for the Brood Queen was far from defeated. She spawned numerous monsters from her own mutated flesh, and created others with the aid of the Blight. Entire swaths of land became contaminated, everything within a twisted parody of the life that once thrived there. It took the combined efforts of the four gods to keep the Brood Queen and the worst of her spawn at bay.

It is during this time that the sapient “young races” of the world began to rise. The numerous and industrious humans, the durable and determined Forged, the proud and skyborne Keraphon, and the magical and mysterious Lokira are but a few of the races that arose. They banded together into tribes for survival, using their wits to both survive and keep the Blight at bay.

It was then that the first recorded heroes emerged. Using magic or might, arcane power or sheer skill, they served as paragons of their kind, the deciding factor in the war against the Blight. Fate seemed to bless these individuals, as they endured trials that by all rights should have destroyed them.

In time, with the assistance of the young races, the gods were able to banish the Brood Queen to the borders of the world. But the massive influx of divine energy – as well as the spells involved – nearly destroyed the center of the world. Massive Worldend Rifts split open the world, dividing it into segments, spreading like a web from the place which the gods once called home, now a chaotic mess of energy and life, where few dare to tread. Worse still, the gods themselves were scattered to different parts of the world, away from their children.

But the young races survived. Even without the care of their parent gods, they persevered. In some segments they were wiped out by the Blight or by the chaos of their lands, but in others they flourished.

In this segment of the world, the young races, though scattered to the winds, have banded together and rebuilt their cultures and founded empires.  Humans, the most numerous, gathered to build numerous countries. Nearby, the winged Keraphon, the hulking Forged, and the mystic Lokira have each founded their own homelands.

With the Blight under control, the new nations have begun to explore the vast world they find themselves in… as well as come into conflict with each other.

800 years have have passed since the creation of the world, 287 since the splintering of the world. Nations have risen and fallen. Amongst the nations now in upswing is a mighty country known as the Alliance. After many years it has expanded to cover great swaths of land, and it has forged alliances with other nations to form the Word of Luxa, a bloc dedicated to unity in the face of common threats such as the Blight and the Worldend Rifts. The Word of Luxa borders lands uninhabited and unknown – at least by the scholars in the capital. And so Her Majesty’s Special Forces have formed exploration teams, to explore and chart the world. They are the Wanderer’s Order.

Non-Human Races:
The Forged

The Forged are a race with dark grey, rocklike skin, and boiling blood that shows through their veins as an orange glow. They are taller and stockier than humans, and while they may seem slow, their tough flesh seems to slow them little. Legends say their fiery blood gives them incredible strength and power.

Despite this, their culture values endurance over strength, for their homeland is a frigid tundra where mere strength will not allow one to survive. Rites of endurance are common, and one is valued not for triumphs, but for perseverance – for triumph against their homeland is impossible.

Fortunately for the Forged, they are highly resistant to the elements – cold, while unpleasant, is kept at bay with their high body temperature, and they seem practically immune to heat.

The core of their lands are afflicted by a trio of active volcanos, spewing out ash and lava. Pilgrimages to the place are frequent for those willing to test their endurance. It is these volcanos that indirectly give the Forged their name, for they believe they were forged by the gods in those volcanos.

In keeping with their namesake, the Forged are extremely skilled at metalworking, and have some of the finest weapons and armor in the world. This serves them well, for they have entertained notions of conquest on numerous occasions, most recently against the Lokira when the latter came upon the Forged’s territory, though the Forged were turned back by the Lokira’s magic and the two now exist in peace.


The Lokira are a mysterious race, averaging around four feet in height, though they otherwise appear humanoid - at least from what can be seen of them, as they are almost always garbed head-to-toe in wraps and robes. While certainly useful in their cool territory, they claim such clothing is a relic of their homeland, which was windy and sandy.

Lokira garments exhibit a wide array of variation. In particular, the wraps covering the face and head are often personalized with various colors and markings.

The only feature that can be seen regularly are their eyes, which are large and bright. What can be seen of their skin lends itself to cool blue-grey hues.

They make a living by herding the various creatures of their territory, such as sheep and strange creatures they call llamas. They weave their garments from the wool of these creatures.

The Lokira are not native to the known lands, instead hailing from a distant country called Ti. They don’t speak of the exact reasons for their departure – and it’s not clear what knowledge remains and what has been forgotten – but accounts indicate a voluntary departure. Ti is said to dwell close to the hazardous Lost World, and guards the other regions from the monsters within. Many Lokira have a keen interested in fighting such threats as the Blight and the Worldend Rifts, and can be seen as an order dedicated to protecting the world.


The Nightchildren, or Nightkin, are for the most part human except for several key features. Their skin tends to lack color, being pale or even grey in coloration. The pupils of their eyes are slitted in light, like those of a cat’s. Their ears are longer and shaped more like those of a bat’s, and they exibit much more control over their movement. They tend to be slightly shorter and proportionally leaner than humans. Lastly, and most distinctively, they sport a pair of large batlike wings, which can easily be folded up for easy storage. Despite all these traits, the Nightchildren still identify as human (though this is not to say their bond with their own kind is insignificant), and in the regions where they are most common, primarily eastern Alliance territory, they are largely accepted. The Nightchildren are seen in the Alliance as the children of Night herself, hence their name, but in many places elsewhere they are seen as abominations.

Their abilities include improved nightsight and a degree of echolocation, as well as the obvious ability to fly, an aerodynamically improbable feat believed to be assisted by the Nightchildren’s innate magic. Due to their shorter stature they often aren’t as strong as humans on average, but they compensate for it with superior acrobatic skill.

Despite the accusations thrown at them by non-Alliance humans, they are no more prone to vampirism than other humans, and the magic that enables them to fly is no more evil in nature than they are.


The Keraphon (singular Karaph) are a race of aquiline, winged beings from a cold and mountainous land, standing head and shoulders over a standard human. Their powerful wings are capable of propelling them through the air at startling speeds, though their size means their maneuverability suffers. Keraphon females are larger than males and tend to dominate in politics, though both genders are fierce and are for the most part equal.

As there are largely carnivorous, they have come into conflict with humans on a number of occations, as Keraphon take cattle or even humans for food. This would have been exacerbated by the Keraphon’s warrior culture if they were not too busy engaged in conflict with each other for their region’s scarce resources.

The Keraphon are a proud race, with concepts of strength and honor being highly important. They frequently clash with each other and with other races, though these conflicts tend to be of the nature of minor skirmishes rather than sustained conflicts. The Keraphon may love battle, but they are little fond of waging war.


Theria are another race with an innate Gift – the ability to transform between a human form, an animal form, and a hybrid form. In their human form, they are indistinguishable from humans, although many have yellow, animalistic eyes.

A Therion’s default form is human, and until adolescence it is their only form. During puberty, each Therion seeks out their “totem spirit”, the animal that will become the form into which they transform. The animal that becomes a therion’s totem spirit often reflects their personality, though not always in obvious ways.

Otherwise, Therions are stronger but have less endurance than humans.


The Slitherkin are a race of giant serpents, with arms like that of a human. They tend to be around 12 feet long, and can rear up to stand around 7-8 feet tall. The Slitherkin are stronger than humans, but tend to be prone to bursts of energy rather than continuous effort. Their fangs bear poison and they have a “hood” like cobras do.

The Slitherkin are known for having a great deal of herbal knowledge. Some say their intellect exceeds that of normal humans.

The Slitherkin prefer warm climates, though their ingenuity has let them build fires and craft furs to expand to colder environments.

Systems of Magic:
Ki is the manipulation of one’s own life force to achieve supernatural effects. Everyone has a minor ability to use Ki, but this only manifests in rare occasions, such as bursts of strength when one’s life is in peril. Skilled users of Ki can store up their body’s energy, then unleash it to enhance their body, heal their wounds, or even project blasts of energy. Strength of body is required, as their body and their abilities share the same source of power.

A variant of Ki is known as blood magic, which uses blood itself as a power source. Unfortunately, using one’s own blood quickly leads to injury and anemia, so users of blood magic often resort to using others blood to power their abilities. Further, blood magic holds the risk of becoming a vampire, a creature whose blood is tainted such that it cannot sustain their life, and thus becomes dependent on the blood of others.

The Gift:
Magical abilities innate to creatures which extend beyond the powers their life-force has given them are called “Gifts.” A select few creatures have Gifts as racial abilities, for other races, sometimes an individual is born with arcane powers at their disposal. Should they survive process of discovering and mastering their powers, they can find themselves with an array of powerful abilities – namely, the ability to manipulate energy such as heat or electricity, or to manipulate matter by shaping or levitating it. Those skilled at using their gifts can use magic with as fine a degree of precision as their own bodies.

A variant of the Gift, known as Shamanism or spirit magic, is the ability to sense spirits. Every physical object has a spirit, and many spirits exist that are not tied to any one physical object. Regardless, these shamans have the ability to sense and influence them. These powers range from influencing the properties of physical objects, to sensing and affecting the minds of others.

Wizardry is the art of manipulating the hidden code of the universe to produce magical effects. This is done by inscribing runes onto a surface, and when the proper runes are inscribed, some part of the universe responds, bending the laws of reality to accomplish effects. Of course, to have any degree of precision, a significant number of runes must be inscribed, lest the bolt of energy one wants to throw go at the wrong target, or the energy field one wants to create be too weak or too strong or too small.

A related and less taxing field is the study of alchemy, which involves using the many chemical reactions between substances in this world to wondrous effect.

Witchcraft is the ability to act as a conduit for more powerful entities, be they powerfully Gifted individuals like dragons or divine powers such as the gods themselves. The powers involved vary greatly depending on the power source, sometimes overlapping with the other fields of magic, sometimes taking on unique powers of their own.

Wild Magic:
Wild Magic is a blanket term for magic that has no clear cause or source of power, or which does not fit into the above categories, often refusing categorization altogether. Often, wild magic is highly symbolic and tied to particular locations or objects with a considerable history.

Deities and Beings of Power:
Dia is the goddess of the daylight, of valor, of virtue. She's the patron goddess of, well, most life, the most revered, since the sun grants warmth and life to all. She's mostly pleasant, but her wrath is terrible to behold, and can swing from calm to enraged under the proper circumstances. She is both a life-giver and a goddess of war, and is called upon by many in their struggle against the darkness of the Blight.

Noxa is the goddess of the night, of subterfuge and subtle ploys. She’s not as widely worshipped as Dia, but her love for the young races is no less than that of her sister’s. The two are quite different, however – Noxa is a master of tactics and plans rather than strength and valor, and her followers value indirect methods and subterfuge. Though some may call her and her followers cowards, the fact remains that, when they put their minds to it, their ploys can be both magnificent and successful.

Somnia is Noxa’s twin sister, the goddess of dreams, of prophecy, of knowledge and mysteries. She remains aloof, seemingly distant from the young races – but legend has it that all life that sleeps needs dreams to survive, thus making Somnia responsible for the survival of young races and beasts alike. Legend tells that Somnia has the ability to predict the future to some extent, and this combined with her dedication to knowledge makes her a patron of sages – but only those who prove themselves worthy of the secrets she offers.

Mutus is the sole male of the young gods, and is the god of change, of action and chaos, and a force against stagnation. He intervenes freely and at will, though his methods and actions are mysterious and unpredictable, even contradictory, such that some suspect that he is actually insane. Despite his occasional negative influence, however, the net result of his actions is positive – his primary goal, other than fun, is the preservation of the creations of his parents, and he is no less diligent in this task than his sisters.

The Brood Queen, once the young goddess Amora, is separate from the rest of the young gods, and rightfully so. Corrupted by the Blight, she now exists as a force of hatred, filled with contempt and disgust for all life. The only exceptions are those tainted by the Blight and her own spawn, though it remains unclear whether she truly holds any love for her kin. Taking after her father, Eclipse, it would seem that her goal is the corruption, if not the undoing, of all creation.

The Dragons:
The Dragons, most powerful of all life, grow in power with their magical knowledge. There are three main “races” of dragons – those with rounded heads, who breathe frost; those with triangular heads, who breathe electricity; and those with boxy heads, who breathe fire. Masters of wizardry, some have even grown to the power of demi-gods, after having used their magical knowledge to augment their abilities. It is said that once they were like most other forms of intelligent life, but a select few lived long enough to attain such magical knowledge that they could augment their very essence, becoming nearly as powerful as the gods themselves. There are six of these so-called “Elder Dragons” and many lesser dragons – the Elder Dragons do not share their secrets readily, believing that younger beings must discover for themselves the power to become like gods. The lesser dragons scour the world in search of magical knowledge, each hoping to one day join the ranks of the Elder Dragons.

The six elder dragons are: Excalicus, Saia, Fervan, Ralsic, Lukawel, and Zelerac.

Saia is the most social of the Elder Dragons. She roosts in a gigantic tree in the southeastern corner of the world, where it is relatively easy to find and speak with her. She has blue scales, and a triangular head with corkscrew horns.

Fervan is the most powerful in battle of the Elder Dragons. His brazen personality is tempered by the wisdom all Elder Dragons have. He lairs in an abandoned mine, where no one will think to look for him in the labyrinthine tunnels. He has red scales, with a boxy head and straight horns.

Ralsic is the most cheerful of the Elder Dragons – were he human, he would always have a smile on his face. He lairs at the top of a steep and nearly unclimbable mountain. He has yellow scales and a round head with straight horns.

Lukawel is the most mysterious of the Elder Dragons, and the most philosophical, often pondering knowledge that other dragons consider unknowable. She roosts in the depths of the sea, protected by magic that allows her to endure the depths. She has green scales, with a round head with pronged horns.

Zelerac is the youngest of the Elder Dragons, and the most adventurous, willing to go to lengths that other dragons would shy away from. He roosts in the depths of an active volcano. He has white scales, a boxy head, and corkscrew horns.

Excalicus is the master of all Elder Dragons, who dwells in the Void, the realm between realms. He is the first, the oldest, and the wisest. He has dark grey scales and a triangular head with pronged horns.

The Titans:
Of even greater power are the Titans: massive, primal entities whose flesh is said to shape the world itself. They sleep beneath mountains, seas, and fields alike, and though they remain inactive, they still dream, affecting the climate of the world with their subconscious – and their elemental powers can be tapped into by the right individuals. They are truly massive beings, said to be as large as mountains, and when they rise from their slumber, entire landscapes can change.

The Fey:
The Fey are amongst the oldest of sapient races, and the most mysterious. For 300 years they forged the life of the world, and in so doing discovered the many arts and crafts that would later be passed down to the young races.

The Fey are divided into two groups – the Aeshee and the Sylvan. The Aeshee are the older of the two groups, who first forged the life of the world. The Sylvan are the spirits of nature, who lurk in and defend the natural world.

The Aeshee are divided into two courts – the Bright Aeshee and the Dark Aeshee. The Bright ones represent heat, passion, summer, and light, while the Dark ones represent cold, logic, winter, and darkness. The two courts stand opposed to each other, constantly plotting for dominance, but will come together in an instant should the need arise.

The Sylvan are divided into three groups: The Gnomes, Fey associated with the earth and all that live on or in it; The Undines, who are associated with the water and the life it holds; and the Sylphs, who take to the air and all that thrive in it. They are younger than the Aeshee, but no less dedicated to defending nature.

Spirits abound in the world, because everything in the world is made from spirits from the spirit realm. Each object, living or otherwise, has a spirit, though the nature of that spirit depends on the thing in question. Inanimate objects have passive spirits, while living creatures have two spirits – the spirit of the matter that composes their body, as well as their “soul.”

In addition, there are beings whose soul and spirit are one, though these are not native to the physical world and come instead from the spirit realm. These beings can form a pseudo-body that conforms to the nature of the spirit.

One example of these spirit beings are demons, the spirits of emotions made manifest. Each demon represents an emotion, called its Sin, and each demon lives only either to experience that emotion or cause it in others. Demons are as varied as the beings from whose emotions they are born, but all start out small, growing in size and power as they achieve their one desire.

Though demons have little in the ways of organization, and tend to act of their own accord, rumors abound of a “demon king” who wields phenomenal power as well as mastery over all demons.

Being spirits, demons are affected strongly by spirit magic. In addition, it is possible for a demon to forsake its semi-physical body and possess humans, but only those whose Sin matches the demon’s own.

Geography - The Alliance:
The Alliance of Alucita, simply known as the Alliance, is the largest nation on the continent of Alucita. Legend holds that the Alliance was formed from three smaller nations that banded together to deal with the threat of a triad of powerful sorceresses who threatened to shroud the land in perpetual winter. Now a single political entity, no trace of the three nations remain except in the three branches of government – the monarchy, the military, and the electorate.

While a monarchy, the Alliance is not a kingdom. While a monarch resides on the throne (currently the Sorceress-Queen Tiamatha), power is not held in their hands alone. Legislative and judicial matters are handled by the provincial governors and their staff in the elected senate, while military matters are handled by the Grand Commander and his generals. The monarchy, for its part, holds executive authority over the other two, and has command over various special purpose groups such as mages.

Originally composed of three provinces, the Alliance now holds six as it has expanded east and west. It borders the Keraphon Kingdoms to the north, as well as the nations of J’deanne and Keit. To the northwest lies the small but proud nation of Daendale. To the southeast across the Rowa Ocean lies the nations of Corcorvidos, Aralan, and Zwali.

The Alliance forms the core of a loose union of nations known as the Word of Luxa, a political-religious alliance based on the wishes of the creator-goddess Luxa herself. The purpose of this alliance is to provide support against common threats, such as the Blight, the Worldend Rifts, and on occasion, other nations.

Queen Tiamantha, current regent of the Alliance, came to power during a succession crisis 16 years ago, during which she was Headmistress of the mage academies. In the chaos of the succession crisis, she was able to band enough support to depose the squabbling heirs and crown herself queen. Her rule has since been just and prosperous. In recent years she has taken an apprentice, the mysterious Princess Seeda, a Gifted mage of incredible power. Rumor has it that Seeda is only half-human, and holds lineage from some ageless being. As a result, she may very well be immortal, and Tiamantha is therefore attempting to groom the perfect successor, one who will rule the Alliance for all time.

The other heads of state include Commander Wind Cain and Chancellor Finn Aberth. Commander Cain is the youngest officer ever to inherit the title of Commander (25 as of inheriting the title), and looks even younger than his age of 30. A tactical prodigy and skilled warrior, he holds the respect of his troops as well as, rumor has it, the favor of the Fey. Chancellor Aberth, meanwhile, is a wise man who despite his age has the respect of the people and the admiration of the queen. A noted philanthropist, he has given much of the funds from his agricultural estate to help the country.

Aria Province
At once the largest and least populated of the six provinces, Aria Province lies to the southwest of the Alliance capital and is the westernmost province of the Alliance. It is a frontier province, serving as a gateway of sorts to the western prairies and deserts. Towns in this province tend to be lightly populated, particularly as one goes further west. Notable cities include Dauchsor, a city close to the Forest of Chaos, and Equest, a frontier outpost town that is that marks the furthest west point in the entire Alliance. Towards the western end of the province, the lifestyle and culture increasingly mixes with that of the Uvolon Theria.

Sonata Province
Sonata Province is the northwestern province of the Alliance, on the east border of which resides the Alliance’s capital of Viroconos. Besides the capital, Crescent Province contains the lake-city of Texor and the port city of Damar. Texor is a majestic city, at the center of a small lake which provides fresh water. The city of Damar, meanwhile, is the largest settlement on the edge of the Bay of Pearls, and thus is the Alliance’s gateway through the Seel Channel to the ocean beyond, in addition to having a thriving pearl and fishing trade.

Rhapsody Province
Located to the south of the capital, a good portion of Rhapsody Province is taken up by the Southern Ecitum Mountains.  Largely a rural province, it does hold the city of Tonau and the town of Sanacours. It also has a great deal of coastline on the Rowa Ocean, and the port town of Rowa’s Crossing is the best place to depart for the nation of Corcorvidos.

Serenade Province
Located to the east of the capital and the first province along the Alliance’s panhandle, Serenade Province is known for its relative lack of rainfall, thanks to the rain shadow cast by the Eastern Ecitum Mountains. Much of the province is grassland with hot summers and cold winters. Most of the populated areas lie near water, especially the Rayin River to the north and the ocean to the south, though the city of Gradian is located on the border of the Eastern Ecitum Mountains.

Sarabande Province
One of two provinces not connected to the Alliance “hub,” Sarabande province is sparsely populated and contains few notables, save the city of Shersor and the prestigious holy town of Yurcan. An area known for its religious faith, it is rumored the Word of Luxa began in this province.

Nocturne Province
Aurora Province is both the easternmost and northernmost of the provinces, and is the furthest away from the capital. Despite its distance, it is both a prosperous venue of trade and a source of magical knowledge. Founded in year 72, Nocturne Province consists largely of territory liberated from the nation of J’deanne during the war.
Notable for its high population of Nightchildren and tolerance of blood magic, Nocturne Province also sees traffic from foreign lands in all directions. Its capital city, Ulsilva, is home to a renowned magical academy and research center, second only to that in the Alliance capital. Other notable cities include the lake city of Winsor and its sister city Russor.

Timeline of the Alliance

Year -90: A Bright Aeshee exile by the name of Megliel wanders into the territory of what will one day become the Alliance. With her skill at blades she gains followers. With her followers she gains land. With land she gains power. In time she conquers a large area, and not wishing to rule it all herself, she divides the land amongst herself and her two generals, Fiera and Galax.

Year -70: Megliel dies of an assassination attempt. Both Fiera and Galax blame each other for her death, while Megliel’s successor vows independence from both generals, and the three nations descend into war as a result.

Year 1: Foundation of the Alliance. Legend holds that the Alliance was formed after the three separate nations united to deal with the threat of a trio of witches who threatened to shroud the land in eternal winter. In the new government, Princess Placia becomes Queen, sharing rule with Commander Hursa and Chancellor Puda.

Year 17: Queen Placia dies, ceding control to Princess Inua. Under Queen Inua, the Alliance expands to the south and east, absorbing the neighboring regions into its governance.

Year 30: Commander Hursa dies under mysterious circumstances, and is succeeded by Commander Surus.

Year 33: Princess Inua dies, and her son Prince Emphans ascends to the throne. He quickly establishes an alliance with Commander Surus and establishes total control over the Alliance, amassing great wealth at the expense of the people.

Year 35: King Emphans manipulates elections, placing Chancellor Tyr in power. During the same year, a war of conquest is launched against the nearby nation of Danedale, which makes little progress despite the element of surprise.

Year 36: Chancellor Tyr manipulates King Emphans into believing that Commander Surus is deliberately stalling in the war against Daendale. This causes him to withdraw key Special Forces guarding Surus’ flank, an opening quickly exploited by the Daendale cavalry. Despite a daring raid, Surus survives, and breaks off the campaign against Daendale to move against King Emphans. During the resulting chaos, Surus is killed in battle, but King Emphans is assassinated by civil guard units loyal to Tyr. Tyr ascends to the throne, nominating his runner-up opponent in the previous election, Yuli, as chancellor. Afterwards, Tyr makes peace with Daendale and begins to put the money amassed by Emphans to work building public works and supporting the people.

Year 38: Tyr begins to consolidate power in the monarchy. As a result of this, Chancellor Yuli has Tyr assassinated. To his detriment, Yuli makes the origin of the assassination known publically, attempting to spin it as a matter of deposing a dictator. The public does not see it the same way, however, instead remembering Tyr’s overthrow of Emphans and Surus, as well as his generosity. A revolt against Yuli ensues, spearheaded by Commander Clauzis, Surus’ former lieutenant. Afterwards Clauzis names himself King and, after stabilizing the three branches of government, begins a campaign of conquest to the north and east.

Year 40: Keraphon raid the newly acquired city of Pisa. In response, Clauzis begins a long war against the Keraph Queendoms, leading the campaign himself. Daendale later joins in this war on the side of the Alliance.

Year 45: The war at last seems to come to an end, with victory to the Alliance and peace between the nations, but aftershocks continue for another five years within the Queendoms.

Year 50: Formal relations are at last established with the Keraph Queendoms. The ruined town of Pisa is renamed Pax Aquili and is settled by both humans and Keraphon.

Year 51: King Clauzis plans a new war of conquest further to the east, but manpower shortages and ailing health prevent him from launching the campaign. He dies later that year, ceding power to his daughter Feera.

Year 60: After years of pacifism, Feera moves to expand the Alliance. She peacefully acquires land to the west, but assigns Commander Grey to expand further east. In a series of negotiations and conquests, the extent of modern-day Sarabande Province is claimed.

Year 70: The nation of J’deanne to the northeast embarks on a campaign of conquest and ethnic cleansing. In response, Queen Feera reluctantly orders war, entering the fighting alongside the small nation of Keit.

Year 72: The war ends with victory over J’deanne, with much of the conquered land falling under the Alliance’s control.

Year 78: Queen Feera dies, leaving the throne to her daughter Lia. Lia spearheads a movement to form an Alliance later known as the Word of Luxa, brought together by a shared goal to combat such threats as the Worldend Rifts, the Blight, and aggressive nations. The Alliance forms the centerpiece of the Word of Luxa.

Year 80: In the far southwest, the Forged attempt to expand militarily, attempting to conquer the neighboring tribes of Lokira. The Lokira petition the Word of Luxa for aid, and forces are sent to battle the forged.

Year 81: After a brief but brutal conflict, the Forged withdraw, and the Lokira are formed into a nation known as the Taperix Republic.

Year 83: Queen Lia dies unexpectedly, leaving no designated heir. By this point well-prepared for absences of heirs, the senate votes for a new King. However, Tiamantha, headmistress of the mage academy in the capital, uncovers evidence that the new King had manipulated his way onto the throne. Taking action, Commander Martius deposes the King and declares new elections to determine the king. However, Tiamantha discovers a disturbing pattern of mysterious deaths connected to opponents of Commander Martius. Fearing the rise of a new Commander-King dictatorship, she and several skilled mages and Special Forces officials take action, eliminating Martius and several of his key supporters, including Tiamantha’s sister. In the aftermath, Tiamantha ascends as Queen.

Year 84: Relations are finalized with the nations to the southeast, Corcorvidos, Aralan, and Zwali, bringing an end to the territorial disputes that plague those nations.

Year 90: Contact is established with the Confederacy of Cavoria to the far northwest. Relations become cold over conflicting ideologies and comparable military power.

Year 99 (present day)

Geography - Other Nations:
Daendale is a nation of semi-nomadic hunters and shepherds occupying the plains northwest of the Alliance. A fiercely nationalistic people, they resisted inclusion into the Alliance proper for many years, though they now enjoy a peace and partnership with the Alliance, and follow the Word of Luxa, after a joint war against the Keraphon Kingdoms.

Largely nomadic, the people of Daendale do have a few established settlements, including their capital in Beohold. They survive partially by herding and partially by hunting the beasts of the plains which cannot be tamed. In war, they make heavy use of both horses and spearmen. Their cavalry are highly trained in skirmish techniques, while their spear formations are said to be near unbreakable.

Keraphon Queendoms

The Keraphon Queendoms are a loose collection of independent city-states, each ruled by a Keraphon queen and governed by a grand queen in the city of Gryphus. At present there are six queendoms, each centered around a different city, with the Queendom of Gryphus in theory holding sway over the other five. In practice, the Queendoms have dueled and warred amongst each other erratically for as long as they have existed, fighting over scarce resources in the mountains. For the most part they fight in minor skirmishes or battles, and rarely indulge in sustained conflict. The warrior culture of the Keraphon may love battle, but it holds little love for war.

Periods of unity do exist, however, often coinciding with major events in the world. An example of this comes shortly after the founding of the Alliance, when a Keraphon kingdom attempted to secure some Alliance-held land for its resources. The response was swift and decisive, as Alliance troops massed to reclaim the region. Experienced from battling lesser nations and rebellions in the region during the unification, the Alliance’s troops were able to drive back the Keraphon forces and reclaim the region. Unwilling to accept defeat, the Keraphon forces renewed their assault. The result was a war that would last for half a decade, as the Alliance counter-invaded Keraphon territory and the scattered Keraphon kingdoms united to deal with the threat.

The war went badly for the Keraphon, with their numbers steadily dwindling. At last, the grand queen of the Keraphon surrendered, a decision so controversial amongst the Keraphon that it sparked a civil war. Though the peace-wishing queen died, her successor was a skilled strategist who achieved victory and afterwards negotiated a lasting peace with the Alliance, a peace that lasts to this day.

The Uvolon Theria

The Uvolon Theria are a tribe of Theria, shapeshifting humanoids who can transform into animal forms. For many years they have lived the same way, hunting the beasts in their home territory, which consists of temperate arid plains where agriculture is difficult, if not impossible. Though an insular people for the most part, they have slowly warmed up to the presence of the people of the Alliance, and much blending has occurred between the two cultures. Throughout the Aria Province of the Alliance, Therion arts and crafts are not an uncommon sight.

The Nation of Keit

Keit is a small nation with a checkered history of greatness and depression. In its current state, it acts as a satellite nation to the Alliance, indebted to them after the Alliance’s assistance in saving them from an invading force from J’Deanne.

The Nation of J’Deanne

A nation with a troubled history, J’Deanne lies as the gateway to the northeast of the continent. It has a large population of Nightchildren – a population which declined sharply 30 years ago when the nation’s leadership embarked on a campaign of conquest and ethnic cleansing. As a result, many Nightchildren were killed, and the nation’s borders spread outward rapidly. But their expansion was halted by the Alliance, who counterattacked and drove back the invading forces. Their leadership was deposed, and since then peace has reigned, and the Nightchildren population is slowly recovering. But anti-Alliance sentiment is not unheard of in the nation, where a select few still dream of glory.

The Consortium of Miklev

Miklev lies at a crossroads, between the nations of western, eastern, and northern Alucita. As such, it has an eclectic mix of styles and customs, and the nation has made great gains in trade. It also acts as a de facto homeland for the scattered Nightchildren, humanlike beings with batlike wings and nocturnal tendencies. 30 years ago, they were invaded by the nation of J’Deanne, but a small force of Nightchildren held out against odds of 40 to 1, and in so doing bought time for the Alliance to end the threat. Now, Miklev acts as part of the Word of Luxa.

Taperix Republic

The Taperix Republic is largely formed of Lokira, who traveled great distances from a homeland they call Ti. They say this migration was one of choice, though what sort of departure it was remains mysterious, even as their legends speak well of their homeland.

The Taperix Republic was formed after the tribes of Lokira comprising it came under attack from the Forged in the Torea Empire to the west. The Lokira fought valiantly, but ultimately requested aid from the Word of Luxa. The Word of Luxa sent their legions to battle the Forged and successfully repelled them. Afterwards, the Taperix Republic was formed, which joined the Word of Luxa, and have since provided many skilled mages to the coalition’s forces.

The Torea Empire

The Torea Empire is comprised of the hardy race known as the Forged. The Forged value endurance, a valuable commodity in the cold tundra and volcanic wastes of their homeland. The Torea Empire is also militaristic, and in past times attempted to expand their empire, where they encountered and attempted to subjugate the Lokira of the nearby tribes. They ultimately failed, but they remain militaristic, and are not allied with the Word of Luxa at this time.

Life in the Torea Empire is rough, with the Forged working hard to scrape together enough food to survive. As mentioned, the Forged value endurance, and pilgrimages to the volcanoes west of the territory are common.

The Empire of Wushu

Wushu is a proud nation, declaring itself “the” Empire, and refusing to see any other nation as anything but organized barbarians. This has naturally strained their relations with other nations, in addition to their imperialistic agenda.

Wushu is built upon the principles of order and honor, with everything having a place in the order of things. Fulfillment in life is based upon following this order, which contains a division between peasants and a class of warrior nobility. Despite this notion of a fixed hierarchy, upward mobility is possible through dedicated service.

Wushu believes itself the greatest nation in the world, not a unique notion to be sure, but a combination of their rich culture and their system of order gives them a sense of superiority. Their fertile lands grant them a military might to back up this claim, and their technology is among the most advanced on the continent.

The Isle of Shin

The people on the island of Shin share many cultural similarities with Wushu, such that there was at first little fuss when Wushu annexed Shin. But there is one key difference with Shin – honor is everything. Honor is a matter of life and death in Shin, and those on this island view most other nations as honorless. As a result, a resistance movement has been growing in the nation – though holding on to honor is difficult when fighting a superior foe.


Marwa, otherwise known as the hermit kingdown, is a small nation based of a peninsula in eastern Alucita. They have guarded their borders well for decades, and little about it is known other than the fact that it exists.


Sibrecht was once a mighty nation, carving out civilization in the frozen northeast of the continent of Alucita. Now it’s a shattered husk, its cities infested with demons.

30 years ago, Sibrecht was a tiny nation, with but three cities to its name, a nation unheard of in all the land. When the Faith of Luxa came, the nation was transformed. Its people were galvanized into a potent fighting force. The nation set out to conquer the surrounding lands, and succeeded in placing a great area of land under their control.

But their rule was not a just one. The Faith forced all under their rule to convert, or else be burned as heretics. As their victories grew in number, so did their atrocities.

In time, 20 years ago, there came a man, a young priest of the Faith named Valmirus, who grew disillusioned with the crimes against humanity that the Faith was committing. He defected from Sibrecht and joined with its enemies, who gained unity and power through spirit-worship. It was at the hands of these foes that Sibrecht suffered its first defeats.

The spirit-worshippers pierced the heart of Sibrecht like a lance, driving at the capital, with Valmirus at their head. It was when they sacked the capital city of Argalsk that the true nature of their power became known – demons. In the time of his forces’ need, Valmirus made a pact with the demon king, merging with him to achieve great power. In an instant, a portal to the spirit realm was opened, and demons poured forth to destroy the great works of Sibrecht.

For a year, the demon king ruled over Sibrecht, utterly stamping out the Faith (though worship of Luxa itself remained), until a hero emerged who brought down the demon king, destroying his host and sealing the portal to the spirit realm. But the demons who had come forth remained, and without a leader, they ravaged the land. Sibrecht fell from grace utterly, its conquered lands lost, its cities ravaged, and its people hiding in isolated villages.

Now, demons roam the cold lands, harassing any humans they encounter, while humans attempt to make a final stand against the tide… though whether its salvation comes through destruction of the demons, or the return of the demon king, remains to be seen.

The Principality of Vrask

The Principality of Vrask is located in the northernmost part of Alucita. Its population is ruled with an iron fist by its ruler, the Grand Prince. With its military it dominates the surrounding area, bringing order to a large section of territory. However, it is presently engaged in a civil war against the nation of Technus, which has broken away from Vrask and taken a large swath of territory. The war has raged for many years, while the people suffer and the Blight spreads in the south.

The Nation of Technus

Technus is a mageocracy, ruled by a council of sorcerers and with a powerful presence of mages. Where before the Principality of Vrask had strictly controlled those with the Gift, Technus actively seeks out and encourages those with innate magic to develop their powers. But this comes at the cost of those without magical powers, who are looked down upon by the ruling magical elite, who keep power by force of magic.

The Kayarus Union

A nation situated on a large island west of the northern tip of Alucita. A highly insular nation, its powerful navy has kept all intruders from reaching its shore, where stone walls protect its borders. Little is known of the Union, but those few who have left the union describe a nation that seeks equality amongst all people – to varying degrees of success.

The Great Tribe of Cocorvidos:

A large nation across the sea from the Alliance on the continent of Sether, Cocorvidos is a prosperous nation of wilderness, of swamps and great rainforests. Agriculture is scarce in this large country, and the population subsists largely by hunting and gathering in the lush lands. The nation holds a large population of serpentine Slitherkin.

Cocorvidos is dedicated to the pursuit of magical knowledge, and holds one of the known world’s few universities. Magic and wisdom abounds in this nation, in no small part due to the Elder Dragon who rests in the Great Tree, a massive tree in the heart of the rainforest that towers over the landscape. The Great Tree is said to be the first and oldest tree in all creation, and it serves as a symbol for the people of Cocorvidos.

The Sultanate of Aralan:

A large nation situated almost entirely within desert lands, the people of Aralan have adapted well to the desert climate, though they have often laid eyes on the more fertile lands surrounding them. Aralan has long been embroiled in conflict with its neighbor nations for territory.

Aralan is not without its resources, however. Countless ruins dot the landscape, as well as many natural mineral resources. According to legend, much of the land was fertile, but the shifting of a Titan caused the land to grow dry and barren. It’s rumored that many treasures lie in wait to be found across the desert sands… for those brave or foolish enough to seek them.

The Kingdom of Zwali:

A nation with a troubled history, much of Zwali consists of plains and grasslands ill-suited for farming. The remainder is densely packed with people under the rule of the Zwali king.

For twenty years, Zwali has been embroiled in a war for dominion of the land with the neighboring nation of Renica. Control has shifted back and forth for years, with conflicts finally ending due to outside intervention by the Alliance, in favor of Zwali.

The Kingdom of Renica:

Once a mighty power and the dread of the people of Sether, Renica has been reduced to a tiny nation by the intervention of foreign powers. One too many wars of conquest and subjugation earned them the ire of the Word of Luxa, and the coalition swiftly descended on Renica, driving them back from their conquered territories and into a corner of Sether. Proud and defiant to the end, the king of Renica refuses to submit by joining the Word of Luxa as the rest of Sether has, and even now entertains hopeless dreams of conquest.

Confederacy of Cavoria

The Confederacy of Cavoria holds as its two primary ideologies the concept of democracy and freedom – as well as human superiority. To that end, it holds as its central government a House of Representatives presided over by a President, elected by the general populace. The Confederacy is divided into three states, each of which with their own senate and governor.  The three states are semi-independent, each having their own laws and rights. The three states are Himela to the south, Reema to the northwest, and Hershus to the northeast. The capital city, located in the center, is Rishgara.

The Confederacy’s considerable military power has led them to dominate much of the surrounding lands, in the process forming a power bloc that rivals that of the Word of Luxa. The two power blocs are currently at a standoff over territory and conflicting ideologies.

The Confederacy has two primary political parties that vie for power and support of the populace, each with their own stances on various issues. In recent times, a third party has arisen, though the two primary parties have worked hard to suppress it. In recent times the Confederacy has become increasingly totalitarian, working to control the populace and suppress any dissent.


Heliochora is a nation consisting largely of Theria. The name roughly translates to “land of the sun” and is in honor of their chief deity, the King in the Sun. According to legend, the King in the Sun founded a homeland for Theria, carving it out of an infestation of the Blight.

According to legend, the King in the Sun, an eagle Therion named Ros, conquered a vast swath of territory for the Theria before leaving to the north to carve out more territory. In his absence, his brother attempted to seize the throne, but was stopped by the King’s high shaman, Sethos. In spite, the brother brought the Blight down on the kingdom, forcing the King in the Sun to return to battle the Blight.

In time, the would-be usurper’s son rose to power, and attempted a coup against the King in the Sun as revenge for his father’s death. The resulting conflict plunged the kingdom into chaos, and much land was reclaimed by the Blight. In the end, the King in the Sun, his wife, and Sethos sacrificed themselves, ascending to become deities in the process. To this day Heliochora wages a crusade against the Blight, hoping to reclaim all that was once theirs and that which can be theirs.


A small island northeast of the Confederacy and southwest of Heliochora, Carseria is a troubled nation currently ruled by a tyrantess, whose command of spirit magic allows her to create golems which enforce her rule with iron fists. In the kingdom, the tyrantess idles about, performing her heart’s desires, while the people suffer in poverty…


Little is known about the nation of Ti. It seems unlikely that a nation would exist so close to the Lost Lands, but Ti seems to stand tall. It is believed to be the homeland of the mysterious Lokira.

The Lost Lands:

These floating mini-continents are all that is left of the land where the five young gods once battled for dominance. Utterly suffused with wild magic, they are a chaotic and unpredictable place, where only the bravest dare venture.

Anything I'm missing or that should be added?

Last edited by Dusk Raven on Fri Jan 23, 2015 4:17 am; edited 2 times in total
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Re: The Wanderverse

Post  TheCavalry on Mon Sep 29, 2014 4:22 am

World-building! Big Smiles, Sweetie

I like world building, even if I'm not very good at it. I'm low on time at the moment though, so I'll go in-depth on thoughts later; first though, a question for you. What do you plan on doing with this setting? Do you plan on keeping it as an open RPG world, one which you (and other GMs) can play in? Do you want to develop it into a location for a novel, or a series?

I ask since there will be a little bit of different comments for each. An a RPG world needs to be somewhat open-ended with options for players, whereas a story world can be more defined.
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Re: The Wanderverse

Post  Dusk Raven on Mon Sep 29, 2014 11:40 am

A little bit of both. I had intended for a couple RPs to be played in it, but I also intend to and have written stories about this world. I've already written one story and plan on writing an anthology.
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Re: The Wanderverse

Post  TheCavalry on Thu Oct 09, 2014 6:19 pm

Later, apparently, means more than a week. Sigh.

Anyway... I've mentioned some things in PMs, but for posterity... I like the overall concept of a love goddess as a villain; it kind of reminds me of the Greek myths, about Aphrodite. At the same time, I dislike some of the terminology you use; Blight is a nice word, but puts me in mind of Dragon Age. Same for channelling and Wheel of Time.

Being totally honest, there are some things in the descriptions which remind me of MLP- the trio of witches vs Wendigos, for instance, or (Celes)Tiamentha rearing an immortal successor. Of course, MLP works because it uses fantasy tropes and elements; I may just be seeing connections where there aren't any intended, because...this is an MLP site. I'm in that mind set. And even if it is intentional, shout outs to works you enjoy are awesome- it's just a thing to be aware of, not to have the cute in-jokes overwhelm your creation.

Maybe more productively, however... I've got some questions for you about the world. They aren't criticisms, more just a way to flesh it out; I find answering questions on the aspects of the world helpful. So...

1) What is the currency? Gemstones, gold, barter system? Is there a universal monetary system, or do each races and each Kingdom have different forms of currency? What do each race value as money?

2) What are the religious beliefs of each society? Is the creation myth you outlined universally believed? Do different societies have different interpretations of gods and scripture? Is there an organisation dedicated to spreading the faithful? If so...what are they? How do they operate? What are their members, and what are their methods?

3) What are interactions between magic systems like? Not only how a ki vs Wild magic fight would go down, but the practitioners as well. What are the beliefs, if any, associated with each form of magic? Do the different races hold different views on magic?

4) You mention vampirism. What's the rules for it in this world? The lore? How is it connected to the Blight?
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Re: The Wanderverse

Post  Dusk Raven on Thu Oct 09, 2014 7:35 pm

The inspiration from MLP is in fact deliberate, and is perhaps a bit unfortunate. Nontheless, I kinda like it myself and it works within the world, so I'm going with it.

Anyway, as per the questions:

1: Most races and countries use gold and silver for money, for the simple reason that they're shiny and don't have a use beyond decoration. The individual coinage varies between region, however. Some nations, like the Keraphon Queendoms, use a barter system, however they recognize the value of gold in dealing with other nations.

2: The creation legend as described is universally known, however since the gods described are quite literally distant gods, they're not universally worshiped. The Keraphon, for instance, worship the Titans, while Heliochora has its own small pantheon. The Lokira have a progenitor-god they believe in, and so forth.

3: I'm... not really sure how to answer this, in the sense that I don't totally understand the question. The sheer number of possibilities is staggering, if you're talking about interactions...

4: An interesting thing to fixate on, but I'll happily oblige. Vampires occur due to overuse of blood magic - too much use corrupts the blood and turns the user into a creature whose own blood is unable to support their life, forcing them to use the blood of others. Their own blood still has power to fuel blood magic, however, allowing them to use their full amount of blood with impunity. I haven't decided much more than that, much less lore on them. They do not, however, have any connection to the Blight.
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Re: The Wanderverse

Post  TheCavalry on Sat Oct 11, 2014 6:40 pm

Dusk Raven wrote:The inspiration from MLP is in fact deliberate, and is perhaps a bit unfortunate. Nontheless, I kinda like it myself and it works within the world, so I'm going with it.
Hey, nothing wrong with some inspiration. In fact, it's pretty hypocritical of me to disapprove- I'm hoping to get a Lyra-cameo into my NaNo this year. Just thought I should mention it though, just in case.

Anyway, as per the questions:

1: Most races and countries use gold and silver for money, for the simple reason that they're shiny and don't have a use beyond decoration. The individual coinage varies between region, however. Some nations, like the Keraphon Queendoms, use a barter system, however they recognize the value of gold in dealing with other nations.

2: The creation legend as described is universally known, however since the gods described are quite literally distant gods, they're not universally worshiped. The Keraphon, for instance, worship the Titans, while Heliochora has its own small pantheon. The Lokira have a progenitor-god they believe in, and so forth.

3: I'm... not really sure how to answer this, in the sense that I don't totally understand the question. The sheer number of possibilities is staggering, if you're talking about interactions...

4: An interesting thing to fixate on, but I'll happily oblige. Vampires occur due to overuse of blood magic - too much use corrupts the blood and turns the user into a creature whose own blood is unable to support their life, forcing them to use the blood of others. Their own blood still has power to fuel blood magic, however, allowing them to use their full amount of blood with impunity. I haven't decided much more than that, much less lore on them. They do not, however, have any connection to the Blight.

Thanks., that's an underwhelming response, lol. Let me rephrase; thanks for answering. As I say, I'm bad at world building; my main method to try answering questions about the world. After all, if I'm going to write in it, I need to know how it all works. I tend to carry that over, so I hope I didn't seem dismissive or insulting- I'm trying to prompt you to think about the world, I guess.

(The fact it's coming from me, the guy who can't world build, is irrelevant).
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Re: The Wanderverse

Post  Dusk Raven on Sat Jan 03, 2015 3:29 pm

Added a few details, such as the Slitherkin, describing the southeastern nations of the world, and changing the name of Channeling to Witchcraft.
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Re: The Wanderverse

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