World Scenario
Geography and foundation:
Continents: 6
To the North: Tulgan
To the Northwest: Svalford
To the Southwest: Odenai
To the South/Middle: Indre Masau
To the South: Papoi
To the West: Ydre Masau
Tulgan
consists of 6 regions
1. North: Northern Tulgan
Cities: Taikin and Tasdoki / an ice mountain high up and further down a mountain range
2. East: Glacian -> An ice island
3. below Glacian: Oswald, an island half ice half forest with a lake in the middle
4. South: Konkan, an island below Tulgan forest and mountains
5. South: Uruk extending West, forest, fields, and a Vulcan
6. Center: Tulgan
Svalford
Consists of 5 different large islands
1. Lovdal (inhabited by individual peoples)
2. Mirador bridge connected to 3. Svalford (kingdom with a monarchy)
4. in the middle south Ask
5. far in the north Nimus
Odenai
Consists of 3 countries
1. The Odenai jungle with the Tanzan port
2. Ardheim
3. Desert area Bora Odenai
Indre Masau
A united realm with the capital Rosenhayn, connected with Ydre Masau.
An Aarvhie consisting of the heads of the 3 houses, the mage house, the knight house, and the merchant house
Ydre Masau
Also a united realm. A kingdom consisting of:
King Julius Ydre
Queen Larisa Ydre
Papoi
An island with a neighboring island No Man's Land as it is pure jungle with many monsters
Magic
Magic refers to the application of an energy called Mana. Mana exists everywhere, and some beings and humans can use it. They channel it and spells, runes, or artifacts. Everyone has an innate tendency. The opposing tendency is difficult to master. Categories: Fire, Water, Earth, Air, Darkness, Light, Energy
Inhabitants of the world: Demons/ Monsters:
Animals/Humans/Animal-Humans/Dragons/Elves/Fairies/Dwarves/Shadow Beings
Politics:
Conflict lines within the continents
Tulgan: The fragile union of elements
Power imbalance: The volcanic clan leader of Uruk or the highland king of Central Tulgan may claim more influence due to their resource-rich or strategically central areas, disturbing the balance of the "Things of the Elements". The lone monk of Glacian or the Ice Lord of the North may feel overlooked.
Magical competition: The different magical imprint (Fire, Ice, Earth) could lead to ideological conflicts. The clan of Uruk (Fire) might assert the "purifying power" of the volcano over the "freezing" of the ice in the north, leading to tensions.
Succession crises: As the forms of rule differ locally (clan, council of elders, individual prince), an unclear succession in an area (e.g. upon the death of the lake chief of Oswald) may lead to internal struggles that destabilize the entire alliance, especially if external powers take sides.
Svalford: Between council and crown
Central Power vs. Island Autonomy: The monarch of Svalford may attempt to extend his power over the "Council of Tides" and restrict the autonomous rights of the other islands (especially Lovdal's individual peoples or distant Nimus). The title "Kingdom of Svalford" may be interpreted as a claim over the entire island group.
Mirador – The Power of Money: The hereditary Grand Admiral of Mirador, supported by the wealth of trading families, may engage in foreign policy against the interests of the Kingdom of Svalford or the Council of Tides (e.g. trade with enemies). The monumental bridge is both a lifeline and a strategic risk – who controls it?
Ask vs. Nimus – Tradition vs. Isolation: Ask, as an island in the central south, may seek a leading role in the council, while the remote Nimus may wish to completely withdraw from the confederation or hoard its unique resources (magical energies of the North Sea?).
Odenai: Three worlds, one name
Resource conflict: The densely populated port of Tanzan in the Odenai jungle needs wood and exotic goods, leading to exploitation and conflicts with the indigenous peoples of the jungle or Ardheim.
Desert expansion: The desert area Bora Odenai may slowly expand (naturally or magically accelerated) and threaten the livelihoods of Ardheim or the jungle areas. Blame and demands for magical countermeasures would follow.
Piracy and smuggling: The port of Tanzan might become a hub for goods and slaves from the dangerous No-Man's-Land near Papoi, forcing Ardheim or other continents to intervene.
Conflicts between the continents
The Masau Twins: Unity or Rivalry?
Ideological rift: The united realm Indre Masau with its triadic Aarvhie (Mage, Knight, Merchant) may see the monarchical Ydre Masau under King Julius as outdated and inflexible. Conversely, Ydre Masau may see the Aarvhie as a weak, divided government.
Succession claims: Are there historical ties between the "united realms"? Could King Julius Ydre assert a (real or alleged) claim to Rosenhayn? The name similarity ("Inner" and "Outer" Masau) suggests a shared history that can be reinterpreted.
Economic competition: Both realms may compete for trade routes to Odenai or Svalford. Indre Masau may utilize its merchant guild, while Ydre Masau may leverage its maritime strength.
Expansion vs. Isolation
Svalford’s Merchant Imperialism: The maritime confederation, led by Mirador's Grand Admiral, may seek to establish trade outposts on the coasts of Odenai, Konkan (Tulgan), or even in No Man's Land near Papoi, facing local resistance.
Tulgan's elemental magic as a threat: The powerful yet unpredictable elemental magics of Tulgan (volcanic eruptions, sudden glacier advances) may be perceived as threats to stability by neighboring continents like Indre Masau. There could be calls to control or even eradicate these imbalances that threaten the "Things of the Elements".
Papoi and No Man's Land: The monster island is a constant source of potential danger (spread of monsters). Who is responsible for containing them? Odenai, as the nearest continent? Or is an international coalition forming but disputing over leadership and costs? There could also be a race for the exploitation of rare magical resources in the jungle of No Man's Land.
Magic-ideological conflicts
The Aarvhie of Indre Masau has institutionalized the mage house and likely strictly regulated magical categories.
Tulgan's shamanistic, element-bound magic may appear wild and dangerous to them.
Svalford's maritime magic (Water/Air) is pragmatically focused on trade and navigation.
These different approaches to mana usage may lead to distrust, trade restrictions on magical artifacts, or even accusations of heresy. A conflict between "civilized" (Indre Masau) and "wild" magic (Tulgan, Odenai jungle) is likely.
Overarching conflicts
Dealing with Non-Humans: The world is full of various beings. How do the human-dominated realms deal with elves, dwarves, or animal-humans? Integration, exclusion, slavery? Tulgan's federation or Lovdal's individual peoples may be more tolerant than the centralized realms of Masau.
Demons/Monsters as a Catalyst: A greater threat from monsters in Papoi's No-Man's Land or a demon portal opening in the desert of Bora Odenai could either unite the continents in a grand alliance – or brutally reveal their selfishness as every realm tries to protect itself or even take advantage of the plight of others.
This political landscape is characterized by the tension between centralization and decentralization, between traditional monarchy and innovative council models, and between cooperation in the face of common dangers and the pursuit of self-interest. Every alliance is temporary, and every internal peace is precarious.
Continents: 6
To the North: Tulgan
To the Northwest: Svalford
To the Southwest: Odenai
To the South/Middle: Indre Masau
To the South: Papoi
To the West: Ydre Masau
Tulgan
consists of 6 regions
1. North: Northern Tulgan
Cities: Taikin and Tasdoki / an ice mountain high up and further down a mountain range
2. East: Glacian -> An ice island
3. below Glacian: Oswald, an island half ice half forest with a lake in the middle
4. South: Konkan, an island below Tulgan forest and mountains
5. South: Uruk extending West, forest, fields, and a Vulcan
6. Center: Tulgan
Svalford
Consists of 5 different large islands
1. Lovdal (inhabited by individual peoples)
2. Mirador bridge connected to 3. Svalford (kingdom with a monarchy)
4. in the middle south Ask
5. far in the north Nimus
Odenai
Consists of 3 countries
1. The Odenai jungle with the Tanzan port
2. Ardheim
3. Desert area Bora Odenai
Indre Masau
A united realm with the capital Rosenhayn, connected with Ydre Masau.
An Aarvhie consisting of the heads of the 3 houses, the mage house, the knight house, and the merchant house
Ydre Masau
Also a united realm. A kingdom consisting of:
King Julius Ydre
Queen Larisa Ydre
Papoi
An island with a neighboring island No Man's Land as it is pure jungle with many monsters
Magic
Magic refers to the application of an energy called Mana. Mana exists everywhere, and some beings and humans can use it. They channel it and spells, runes, or artifacts. Everyone has an innate tendency. The opposing tendency is difficult to master. Categories: Fire, Water, Earth, Air, Darkness, Light, Energy
Inhabitants of the world: Demons/ Monsters:
Animals/Humans/Animal-Humans/Dragons/Elves/Fairies/Dwarves/Shadow Beings
Politics:
Conflict lines within the continents
Tulgan: The fragile union of elements
Power imbalance: The volcanic clan leader of Uruk or the highland king of Central Tulgan may claim more influence due to their resource-rich or strategically central areas, disturbing the balance of the "Things of the Elements". The lone monk of Glacian or the Ice Lord of the North may feel overlooked.
Magical competition: The different magical imprint (Fire, Ice, Earth) could lead to ideological conflicts. The clan of Uruk (Fire) might assert the "purifying power" of the volcano over the "freezing" of the ice in the north, leading to tensions.
Succession crises: As the forms of rule differ locally (clan, council of elders, individual prince), an unclear succession in an area (e.g. upon the death of the lake chief of Oswald) may lead to internal struggles that destabilize the entire alliance, especially if external powers take sides.
Svalford: Between council and crown
Central Power vs. Island Autonomy: The monarch of Svalford may attempt to extend his power over the "Council of Tides" and restrict the autonomous rights of the other islands (especially Lovdal's individual peoples or distant Nimus). The title "Kingdom of Svalford" may be interpreted as a claim over the entire island group.
Mirador – The Power of Money: The hereditary Grand Admiral of Mirador, supported by the wealth of trading families, may engage in foreign policy against the interests of the Kingdom of Svalford or the Council of Tides (e.g. trade with enemies). The monumental bridge is both a lifeline and a strategic risk – who controls it?
Ask vs. Nimus – Tradition vs. Isolation: Ask, as an island in the central south, may seek a leading role in the council, while the remote Nimus may wish to completely withdraw from the confederation or hoard its unique resources (magical energies of the North Sea?).
Odenai: Three worlds, one name
Resource conflict: The densely populated port of Tanzan in the Odenai jungle needs wood and exotic goods, leading to exploitation and conflicts with the indigenous peoples of the jungle or Ardheim.
Desert expansion: The desert area Bora Odenai may slowly expand (naturally or magically accelerated) and threaten the livelihoods of Ardheim or the jungle areas. Blame and demands for magical countermeasures would follow.
Piracy and smuggling: The port of Tanzan might become a hub for goods and slaves from the dangerous No-Man's-Land near Papoi, forcing Ardheim or other continents to intervene.
Conflicts between the continents
The Masau Twins: Unity or Rivalry?
Ideological rift: The united realm Indre Masau with its triadic Aarvhie (Mage, Knight, Merchant) may see the monarchical Ydre Masau under King Julius as outdated and inflexible. Conversely, Ydre Masau may see the Aarvhie as a weak, divided government.
Succession claims: Are there historical ties between the "united realms"? Could King Julius Ydre assert a (real or alleged) claim to Rosenhayn? The name similarity ("Inner" and "Outer" Masau) suggests a shared history that can be reinterpreted.
Economic competition: Both realms may compete for trade routes to Odenai or Svalford. Indre Masau may utilize its merchant guild, while Ydre Masau may leverage its maritime strength.
Expansion vs. Isolation
Svalford’s Merchant Imperialism: The maritime confederation, led by Mirador's Grand Admiral, may seek to establish trade outposts on the coasts of Odenai, Konkan (Tulgan), or even in No Man's Land near Papoi, facing local resistance.
Tulgan's elemental magic as a threat: The powerful yet unpredictable elemental magics of Tulgan (volcanic eruptions, sudden glacier advances) may be perceived as threats to stability by neighboring continents like Indre Masau. There could be calls to control or even eradicate these imbalances that threaten the "Things of the Elements".
Papoi and No Man's Land: The monster island is a constant source of potential danger (spread of monsters). Who is responsible for containing them? Odenai, as the nearest continent? Or is an international coalition forming but disputing over leadership and costs? There could also be a race for the exploitation of rare magical resources in the jungle of No Man's Land.
Magic-ideological conflicts
The Aarvhie of Indre Masau has institutionalized the mage house and likely strictly regulated magical categories.
Tulgan's shamanistic, element-bound magic may appear wild and dangerous to them.
Svalford's maritime magic (Water/Air) is pragmatically focused on trade and navigation.
These different approaches to mana usage may lead to distrust, trade restrictions on magical artifacts, or even accusations of heresy. A conflict between "civilized" (Indre Masau) and "wild" magic (Tulgan, Odenai jungle) is likely.
Overarching conflicts
Dealing with Non-Humans: The world is full of various beings. How do the human-dominated realms deal with elves, dwarves, or animal-humans? Integration, exclusion, slavery? Tulgan's federation or Lovdal's individual peoples may be more tolerant than the centralized realms of Masau.
Demons/Monsters as a Catalyst: A greater threat from monsters in Papoi's No-Man's Land or a demon portal opening in the desert of Bora Odenai could either unite the continents in a grand alliance – or brutally reveal their selfishness as every realm tries to protect itself or even take advantage of the plight of others.
This political landscape is characterized by the tension between centralization and decentralization, between traditional monarchy and innovative council models, and between cooperation in the face of common dangers and the pursuit of self-interest. Every alliance is temporary, and every internal peace is precarious.
Description
TULGAN
Northern Tulgan
Jarl Einar Frostsang (Ice Lord of the North): Ruler of Taikin and the northern ice mountains. A stoic, old warrior whose heart is as cold as his homeland. He feels overlooked by the "Thing of Elements" and guards ancient secrets about the magical energies of the poles. His goal is the preservation of the purity of ice and the recognition of the power of the North.
Thora Icefall (Seeress of Tasdoki): A young but wise sorceress with a tendency towards ice and air. She can read visions in the Northern Lights and serves as a mediator between the clans. Her goal is to maintain the fragile balance and prevent the looming conflict.
Glacian
Brother Alistair the Silent (The Lonely Monk): The last guardian of an ancient monastery on the ice island. He practices an ascetic form of light and energy magic and seeks spiritual enlightenment in absolute silence. His goal is the understanding of the cosmic balance of mana, but he is increasingly disturbed by the political noise of the continent.
Oswald
Chieftain Finnan Seaview (Sea Chieftain of Oswald): A pragmatic and charismatic leader of the half-icy, half-forested land. His power is based on the control of the central lake and its fishing fleet. His sudden death (or impending abdication) threatens to trigger a succession crisis among his ambitious children. His goal was the stability and prosperity of his people through trade.
Konkan & Uruk
Lord Ignatius Volcanheart (Clan Leader of Uruk): A hot-headed, proud warrior with powerful fire magic. He rules over the fertile fields and the mighty volcano, which he worships as a source of purification and strength. He despises the "stagnation" of the North and strives for more influence in the Thing of Elements. His goal is the supremacy of fiery life force.
Lyra Earthcall (Guardian of the Forests of Konkan): A calm but determined druid with a strong earth and plant tendency. She is the voice of the ancient forests of Konkan and sees Ignatius's expansionism as a threat to the natural balance. Her goal is the protection of the sacred groves and an alliance with the moderate forces.
Central Tulgan
King Borin Highrock (Highland King of Central Tulgan): The nominally most powerful ruler of Tulgan, who reigns over the central mountain regions. A skilled tactician and diplomat who founded the "Thing of Elements", but constantly struggles to keep the selfish interests of the other clan leaders in check. His goal is the maintenance of Tulgan's unity at all costs.
SVALFORD
Svalford (Kingdom)
King Edvard Tidecrown (Monarch of Svalford): An ambitious but impatient young king. He sees the "Council of Tides" as an obstacle to a strong, united nation and wants to curtail the autonomous rights of the other islands. His goal is the consolidation of his power over the entire archipelago under the "Crown of Tides".
Princess Elara Tidecrown: His younger sister, a gifted sorceress with water and light affinity. She is smarter and more diplomatic than her brother and is secretly connected to the heir of Mirador. Her goal is a stable confederation, not a forced kingdom.
Mirador
Grand Admiral Silas Wavebreaker (Hereditary Ruler of Mirador): A wealthy, calculating patriarch whose power is based on the merchant fleet and control of the monumental bridge. He plays a double game between the kingdom and his own commercial interests. His goal is the wealth and independence of Mirador, if necessary through secret agreements with external powers.
Kai Wavebreaker: His idealistic son and designated heir, secretly allied with Princess Elara. He sees the corruption of trade (slaves, smuggling) and wants to use Mirador's power for the common good. His goal is the reform of the trading families and an honest alliance.
Lovdal, Ask & Nimus
Anya Cloudcall (Spokesperson for the individual peoples of Lovdal): A young, proud huntress and shaman of the small peoples of Lovdal. She distrusts any central power and fights for the independence and traditions of her people. Her goal is the preservation of autonomy against the claims of Svalford and Mirador.
Jarl Ragnar Stonefist (Chieftain of Ask): A traditional and conservative warrior chieftain who wants to make Ask the leading power in the council. He despises the "soft" merchants from Mirador and the "arrogant" king from Svalford. His goal is military strength and respect.
The Sage of Nimus (Guardian of the Northern Lights): An ancient, isolated mage or perhaps a non-human being (elf?) who guards the unique magical energies of the northern sea of Nimus. It rarely communicates with the outside world and might withdraw completely or use its power as a bargaining chip. Its goal is the study and protection of arctic magic.
ODENAI
Tanzan Port (Odenai Jungle)
Captain Roderick Kor (Harbormaster of Tanzan): A ruthless, charismatic adventurer and de facto ruler of the port. He organizes trade in exotic goods, timber – and darker wares from the no-man's-land. His goal is personal wealth and the power that the jungle and smuggling offer.
Tala Leafstalker (Daughter of the Jungle): A young woman from an indigenous people of the Odenai jungle, with a natural talent for plant and animal magic. She watches with anger the exploitation by the men from Tanzan. Her goal is the protection of her native forest and the expulsion of the plunderers.
Ardheim
Lord Cedric Wehrholz (Border Count of Ardheim): A pragmatic and defensive nobleman who guards the border between fertile Ardheim and the expanding desert area Bora Odenai. He is concerned about the spread of the desert and suspects magical influences. His goal is the protection of his land, if necessary through a preemptive strike against the desert or an alliance with the jungle against the common enemy.
Bora Odenai (Desert)
The Sand Whisperer / Kalifa el-Sahir (Ruler of the Desert): An enigmatic sorcerer or demon pact-maker with powerful earth and darkness magic. He might be actively promoting the spread of the desert or merely its guardian. His motives are unclear: revenge, greed, or the fulfillment of an ancient prophecy. His goal is dominion over all of Odenai or the liberation of a power buried in the desert.
INDRE & YDRE MASAU
Indre Masau (Aarvhie)
Archmage Valerius Lightseeker (Head of the House of Mages): An intellectual, somewhat arrogant master of light and energy magic. He sees the triadic rule of the Aarvhie as the most advanced form of government and considers Ydre Masau's monarchy primitive. His goal is the intellectual and magical leadership of Indre Masau, possibly with expansionist ideas.
High Commander Selene Ironwatch (Head of the House of Knights): A disciplined, honorable, and strategically brilliant warrior. She is the pillar of Indre Masau's military strength and distrusts the political maneuvers of mages and merchants. Her goal is the security and territorial integrity of the empire.
Guild Master Torben Goldhand (Head of the Merchant House): A shrewd, eloquent, and tirelessly wealthy man. He controls the trade routes and the economy. His goal is prosperity and stable trade relations, including with Ydre Masau, regardless of ideological differences.
Ydre Masau (Monarchy)
King Julius Ydre: A proud, traditional monarch driven by a sense of duty. He sees the Aarvhie of his neighboring realm as an unstable, factious ruling clique that betrays the old values of unity and blood. His goal is the preservation of the royal lineage and the strength of Ydre Masau, which he considers the legitimate leader of both "twins".
Queen Larisa Ydre: His consort, a wise, diplomatic, and secretly influential woman. She may possess a subtle magical gift (e.g., water or air of diplomacy) and tries to moderate her husband's rigid stance. Her goal is lasting peace between the Masau realms, perhaps even through a dynastic marriage.
PAPOI & NO MAN'S LAND
Aric Thornrunner (Hunter/Gatherer/Survivor): A human or beast-human inhabitant of the main island of Papoi who has learned to survive among the dangerous monsters of the jungle. He knows the hidden paths and secrets of the island. His goal is simple survival or the defense of his homeland against mainland plunderers.
The Voice in the Dark (Ancient Being): A powerful, likely malevolent being (demon, corrupted spirit, ancient monster) lurking in the heart of the no-man's-land jungle. It attracts monsters and corrupts the land. Captain Roderick Kor might unknowingly or knowingly deal with it. Its goal is unknown – liberation, destruction, or the spread of its darkness.
Northern Tulgan
Jarl Einar Frostsang (Ice Lord of the North): Ruler of Taikin and the northern ice mountains. A stoic, old warrior whose heart is as cold as his homeland. He feels overlooked by the "Thing of Elements" and guards ancient secrets about the magical energies of the poles. His goal is the preservation of the purity of ice and the recognition of the power of the North.
Thora Icefall (Seeress of Tasdoki): A young but wise sorceress with a tendency towards ice and air. She can read visions in the Northern Lights and serves as a mediator between the clans. Her goal is to maintain the fragile balance and prevent the looming conflict.
Glacian
Brother Alistair the Silent (The Lonely Monk): The last guardian of an ancient monastery on the ice island. He practices an ascetic form of light and energy magic and seeks spiritual enlightenment in absolute silence. His goal is the understanding of the cosmic balance of mana, but he is increasingly disturbed by the political noise of the continent.
Oswald
Chieftain Finnan Seaview (Sea Chieftain of Oswald): A pragmatic and charismatic leader of the half-icy, half-forested land. His power is based on the control of the central lake and its fishing fleet. His sudden death (or impending abdication) threatens to trigger a succession crisis among his ambitious children. His goal was the stability and prosperity of his people through trade.
Konkan & Uruk
Lord Ignatius Volcanheart (Clan Leader of Uruk): A hot-headed, proud warrior with powerful fire magic. He rules over the fertile fields and the mighty volcano, which he worships as a source of purification and strength. He despises the "stagnation" of the North and strives for more influence in the Thing of Elements. His goal is the supremacy of fiery life force.
Lyra Earthcall (Guardian of the Forests of Konkan): A calm but determined druid with a strong earth and plant tendency. She is the voice of the ancient forests of Konkan and sees Ignatius's expansionism as a threat to the natural balance. Her goal is the protection of the sacred groves and an alliance with the moderate forces.
Central Tulgan
King Borin Highrock (Highland King of Central Tulgan): The nominally most powerful ruler of Tulgan, who reigns over the central mountain regions. A skilled tactician and diplomat who founded the "Thing of Elements", but constantly struggles to keep the selfish interests of the other clan leaders in check. His goal is the maintenance of Tulgan's unity at all costs.
SVALFORD
Svalford (Kingdom)
King Edvard Tidecrown (Monarch of Svalford): An ambitious but impatient young king. He sees the "Council of Tides" as an obstacle to a strong, united nation and wants to curtail the autonomous rights of the other islands. His goal is the consolidation of his power over the entire archipelago under the "Crown of Tides".
Princess Elara Tidecrown: His younger sister, a gifted sorceress with water and light affinity. She is smarter and more diplomatic than her brother and is secretly connected to the heir of Mirador. Her goal is a stable confederation, not a forced kingdom.
Mirador
Grand Admiral Silas Wavebreaker (Hereditary Ruler of Mirador): A wealthy, calculating patriarch whose power is based on the merchant fleet and control of the monumental bridge. He plays a double game between the kingdom and his own commercial interests. His goal is the wealth and independence of Mirador, if necessary through secret agreements with external powers.
Kai Wavebreaker: His idealistic son and designated heir, secretly allied with Princess Elara. He sees the corruption of trade (slaves, smuggling) and wants to use Mirador's power for the common good. His goal is the reform of the trading families and an honest alliance.
Lovdal, Ask & Nimus
Anya Cloudcall (Spokesperson for the individual peoples of Lovdal): A young, proud huntress and shaman of the small peoples of Lovdal. She distrusts any central power and fights for the independence and traditions of her people. Her goal is the preservation of autonomy against the claims of Svalford and Mirador.
Jarl Ragnar Stonefist (Chieftain of Ask): A traditional and conservative warrior chieftain who wants to make Ask the leading power in the council. He despises the "soft" merchants from Mirador and the "arrogant" king from Svalford. His goal is military strength and respect.
The Sage of Nimus (Guardian of the Northern Lights): An ancient, isolated mage or perhaps a non-human being (elf?) who guards the unique magical energies of the northern sea of Nimus. It rarely communicates with the outside world and might withdraw completely or use its power as a bargaining chip. Its goal is the study and protection of arctic magic.
ODENAI
Tanzan Port (Odenai Jungle)
Captain Roderick Kor (Harbormaster of Tanzan): A ruthless, charismatic adventurer and de facto ruler of the port. He organizes trade in exotic goods, timber – and darker wares from the no-man's-land. His goal is personal wealth and the power that the jungle and smuggling offer.
Tala Leafstalker (Daughter of the Jungle): A young woman from an indigenous people of the Odenai jungle, with a natural talent for plant and animal magic. She watches with anger the exploitation by the men from Tanzan. Her goal is the protection of her native forest and the expulsion of the plunderers.
Ardheim
Lord Cedric Wehrholz (Border Count of Ardheim): A pragmatic and defensive nobleman who guards the border between fertile Ardheim and the expanding desert area Bora Odenai. He is concerned about the spread of the desert and suspects magical influences. His goal is the protection of his land, if necessary through a preemptive strike against the desert or an alliance with the jungle against the common enemy.
Bora Odenai (Desert)
The Sand Whisperer / Kalifa el-Sahir (Ruler of the Desert): An enigmatic sorcerer or demon pact-maker with powerful earth and darkness magic. He might be actively promoting the spread of the desert or merely its guardian. His motives are unclear: revenge, greed, or the fulfillment of an ancient prophecy. His goal is dominion over all of Odenai or the liberation of a power buried in the desert.
INDRE & YDRE MASAU
Indre Masau (Aarvhie)
Archmage Valerius Lightseeker (Head of the House of Mages): An intellectual, somewhat arrogant master of light and energy magic. He sees the triadic rule of the Aarvhie as the most advanced form of government and considers Ydre Masau's monarchy primitive. His goal is the intellectual and magical leadership of Indre Masau, possibly with expansionist ideas.
High Commander Selene Ironwatch (Head of the House of Knights): A disciplined, honorable, and strategically brilliant warrior. She is the pillar of Indre Masau's military strength and distrusts the political maneuvers of mages and merchants. Her goal is the security and territorial integrity of the empire.
Guild Master Torben Goldhand (Head of the Merchant House): A shrewd, eloquent, and tirelessly wealthy man. He controls the trade routes and the economy. His goal is prosperity and stable trade relations, including with Ydre Masau, regardless of ideological differences.
Ydre Masau (Monarchy)
King Julius Ydre: A proud, traditional monarch driven by a sense of duty. He sees the Aarvhie of his neighboring realm as an unstable, factious ruling clique that betrays the old values of unity and blood. His goal is the preservation of the royal lineage and the strength of Ydre Masau, which he considers the legitimate leader of both "twins".
Queen Larisa Ydre: His consort, a wise, diplomatic, and secretly influential woman. She may possess a subtle magical gift (e.g., water or air of diplomacy) and tries to moderate her husband's rigid stance. Her goal is lasting peace between the Masau realms, perhaps even through a dynastic marriage.
PAPOI & NO MAN'S LAND
Aric Thornrunner (Hunter/Gatherer/Survivor): A human or beast-human inhabitant of the main island of Papoi who has learned to survive among the dangerous monsters of the jungle. He knows the hidden paths and secrets of the island. His goal is simple survival or the defense of his homeland against mainland plunderers.
The Voice in the Dark (Ancient Being): A powerful, likely malevolent being (demon, corrupted spirit, ancient monster) lurking in the heart of the no-man's-land jungle. It attracts monsters and corrupts the land. Captain Roderick Kor might unknowingly or knowingly deal with it. Its goal is unknown – liberation, destruction, or the spread of its darkness.
Creator's comments
immerse yourself in the many different political conflicts
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