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lunae calamitas mods ([personal profile] promittere) wrote2024-03-04 04:57 pm

locations

THE WORLD
There exists one large landmass, divided into five countries: North, South, East, West, and Central. Each country has its own distinct culture and perspective on magic and wizards, and is governed by spirits with differing temperaments that mirror the wizards that hail from those countries.

Below is a quick rundown of what each country is like, and a few locations of note, plus activities of interest in those locations.

Each country has one magical tower, typically near their capital city, with an elevator that connects to the wizard's manor. The sage's wizards can quickly travel from the manor to any country in the world via these towers, but they'll have to travel the rest of the way to their destination themselves.

CENTRAL COUNTRY
An entirely landlocked kingdom, but with a diverse range of biomes, with large swathes of deserts, as well as a few rivers and forested areas. Due to its central (heh) location, the Wizard Manor is located here.

The country has been ruled by the Granvelle family for the past 400 years, after a revolution led by Alec Granvelle. The current king is quite ill, so much of the political decisions are handled by his brother, Vincent, and his son, the crown prince Arthur—though with Arthur being a Sage's wizard, Vincent has gained even more control.

Overall, the views on wizards in the Central country are mixed, but it largely veers negative, with wizards being held with a significant amount of suspicion or outright fear and hatred. There are few notable wizards in Central's history: there is Saint Faust, a wizard who fought alongside Alec and was later burned at the stake for the crime of being a wizard, and the current crown prince, who spent much of his childhood residing in the North after an attempted murder. Despite these attitudes, wizards from the Central country are largely honorable, dedicated folks with strong convictions and lofty ideals. They're generally viewed as trustworthy and capable, and tend to be jack-of-all-trades when it comes to magic, good at everything but not excelling in any particular field.

Wizards are, generally, not allowed to serve in positions of power, including serving as knights. Cain Knightley, the youngest Captain to date, was ousted from the Order after being outed as a wizard protecting his squadron from a Northern wizard. There's currently a push to develop magic technology with mana stones to match the developments in the West, with a focus on military technology. Experiments have so far not ended well.

Currently, there is significant political tension with the West, with the threat of war looming.

REGIA GRANVELLE
The castle in the capital of the Central Country is old with a storied history. In the war-torn days of yore, it was home to a cruel and cold-blooded wizard, but it was eventually recaptured by the First King and rebuilt as Granvelle Castle. A part of the castle is open to the public on holidays, which allows regular people to see inside. Those that do are given a special gift upon their departure.

There's a unique energy within the castle that makes it easier for wizards to open up to one another, should they decide to stay a while and talk to one another. Perhaps a visit and a chat will make for deeper bonds...

With crown prince and sage wizard Arthur missing, the castle is currently on high alert and not open to the public.
URBS HONORIS
A great, beautiful river flows through this city, which means its commerce thrives, and the atmosphere is plenty lively. The people are open-minded and friendly, and throughout all times day, anyone can enjoy a leisurely walk and a bite to eat at the bustling markets. There is a local myth about a great serpent here, and it is said that those employing swordsmanship in their work have always been active in and around the city.

It's hard not to get swept away in the energy of the city and give into the urge to dance, especially for those sensitive to the energies around them...like wizards.
THE RAVAGES OF OZ
A massive tear of apparently bottomless depth runs through a vast plain. It is said that the Central wizard Oz once visited this place and wrought this tear in the ground, and an awesome aura emanates from its depths. A local legend stems from the sheer power from the sight, and so the humans that fear Oz have built a monument of him.

However, there are a number of places throughout the world that call themselves "The Ravages of Oz." The only way to tell if this is genuine is to collect information and investigate for oneself. Luckily, Central wizards will have an easier time with this, due to their affinity with the land.
RUINAS COGNITUM
This collection of crumbling structures sits at the far end of the wilderness in the south of the Central Country, and dates to over two thousand years ago. It's said to have been home to a royal dynasty that long predates Granvelle rule. At the same time, it's also known as Wizard's Fall.

These ruins are frequently visited by religious groups who see it as a pilgrimage site. It's also described in the Ancient Epic.
NORTHERN COUNTRY
A desolate, inhospitable country, with no tangible, centralized government. Human settlements are few and far between, but there is one thing they all have in common: they are under the protection of a witch or wizard. Living without magic is, frankly, impossible. The country is far too cold, far too dangerous, and far too unpredictable to survive without the assistance of magic—in fact, parts of the country have weather so severe a human will freeze to death in a matter of minutes without magical protection.

The humans who do manage to eke out an existence within the North view wizards with a mix of reverence and fear. Their livelihoods rely on the support and protection of wizards, but they're well aware that wizards are incredibly powerful and dangerous and don't hold humans in high regard—if they even consider humans at all.

Wizards of the North are known to be the strongest out of all wizards in terms of raw power, with a specialization in combat magics. Many Northern wizards are incredibly notorious, and rumors and whispers of them have spread far beyond the North's borders. Notable Northern wizards include:

Oz, the great and powerful, and most infamous wizard of all. Centuries ago, he conquered half of the world, leaving behind countless dead and ruined before he simply relinquished control and isolated himself back in his castle. He's still incredibly feared, with many humans fearing he'll try to take over the world again—especially those in Central, due to his connection to the prince.

Figaro is not as known to humans, though he encouraged and assisted Oz in his conquest, but his reputation precedes him within the wizard community. He does not currently reside in the North, and has participated in other historical events, though his contributions are only remembered by those who were there and not the history books.

The twins Snow and White, some of the oldest wizards in the world and mentors of Figaro and Oz. The two are the closest the North has to the law, with them punishing those they feel have gone too far or crossed them. They have been Sage's wizards for as long as anyone can remember, and as such have more concern with human opinion than most Northern wizards, even orchestrating the arrest of the bandit leader Bradley Bain after the massacre in the City of Rain—the first time a wizard was arrested and not simply killed, all in an effort to appease humans.

Other wizards of note include Mithra, currently the second strongest wizard in the world, known for his immense destructive power and ability to bend space with his dimensional doors; Tiletta, a very powerful witch and Mithra's mentor and dear friend (or mother figure, or lover?), who passed away giving birth to her second child; and then Owen, the guardian of the Forest of Dreams.

SILVA FRIGORIS
This forest is a brilliant, silver world spread over the vastness of the northern landscape. There are scarcely any humans in this area due to the severe cold. The trees stand densely together in the silence, and they're covered with hoar frost and soft rime, creating a beautiful sight straight from a fairytale. The colorful crystals one can collect from the tree trunks are a special product of the region, and the twins of the north, Snow and White, are said to make stained glass of it.

The Tome of Prophecy is a book that wizards can refine here in the Forest of Ice, which will show the reader and any accompanying them what they may look like in the near future. With a little effort and time, a wizard will find the strength to see into the future, but be warned—the wizard's condition at time of reading may reflect what they see.
URBS FRIGORIS
This city is under the protection of the twins of the north, Snow and White. Humans and weaker wizards came together seeking their guardianship, and this collection of people eventually became a city. The residents here adore and respect the twins and act obediently towards them. What stands out in particular are the stained glass windows on all the houses. Mercia berries are planted whenever the twins change residences, and they grow well here.

Wizards that visit are free to look at the arcane handbook Snow and White keep in their house in the city. This book has a different sort of power to show a wizard's future—one can write into the tome what they hope to see, but only with a unique, special sort of ink.
LACUS MORTIS
While this lake is an excellent water source, the climate is harsh. Many small communities have popped up in its vicinity only to quickly meet their demise. The island at the center of the lake was once called "Land of the Dead" by the villagers on the shores, due to how Northern wizard Mithra would ferry the deceased there from the settlements.

While the lake looks relatively empty from the shore, there are, in actuality, all sorts of things drifting through the water. Rowing across the lake may cause one to come across some of these things...but not all of them are safe. Be careful of what you pick up!
SILVA SOMNIORUM
This forest looks like it was extracted straight from a children's bedtime story—it's fantastical and pretty, but the enchanted trees give off a fatal poison. As the toxic spores eat away at the body, it shows the dying person comforting dreams, which makes it a place where those on death's doorstep come to visit for final moments of happiness.

With the right application of magic, a wizard can survive the poison and steep in the dreams the poison brings on without the threat of death. These dreams can help wizards grow, but can just as easily wear them out. Be warned.
SPELUNCA TEMPORIS
This cave sits in a particularly untouched region of the Northern Country, yet rumors fly—it's said that those who visit are taken through time to unknown eras...

An abandoned bandit hideout sits nearby.
EASTERN COUNTRY
The Eastern kingdom is known for its military might and engineering, as well as its strict local laws and dangerous wilderness. The East's technology doesn't rely on mana stones for power, but their artisans are well regarded, with several hailing from or sponsored by powerful noble families. Some clockwork automatons even move with a fluidity that makes them appear human, all because of genius engineering.

One of the most well-known noble houses in the field of clockwork engineering are the Blanchetts, who reside within Sherwood Forest. The family also oversees safe passage within the forest, and as such they have a significant amount of power and influence within the courts—though rumor has it the Blanchett heir is a wizard, which may cause problems for the family.

The East is a country that looks down at anything out of the "norm," which means most wizards live in secrecy within cities or in total isolation in order not to draw attention. Laws range between cities, but many are incredibly harsh and incredibly strict, with some cities even outlawing things like conversation in public places. Wizards are ostracized and openly detested by most of the nation, with some villages going to extremes to be as inhospitable to wizards as possible.

The wizards of this nation are largely misanthropic and withdrawn, often viewed as "gloomy" or "dour." They specialize in precise, complicated magic, such as curses and curse breaking. There are not many wizards who have made history from the East, though that does not mean that Eastern wizards are rare or weak. They typically just don't like drawing attention to themselves, but it does seem like a country that welcomes those running from their past.

URBS IMBRIUM
The capital of the Eastern Country. The people and its government tend to be sticklers for the law. Residents will go out of their way to avoid unnecessary trouble, and they do not interfere with others anymore than they need to. That makes the city itself very quiet. But in actuality, the people here are kind and earnest, and visitors can enjoy conversation that can't be had anywhere else in places where talking is permitted.

All sorts of herbs grow healthy and abundant here. Pick them in permitted areas.
REGIA BLANCHETT
The castle has an old history, and predates even Central Country's Granvelle Castle. The valleys and forests surrounding it form a natural stronghold. Housed within the castle are plenty of examples of Eastern precision, like clocks with elaborate mechanisms and clockwork fountains. However, those who are under Blanchett employ that work outside the castle are not allowed inside.

Should anyone be lucky enough to be invited inside, they may try their hand at creating clockwork devices themselves. That seems unlikely, however, since the Blanchett heir is missing, and the family is not currently receiving visitors.
SILVA SHERWOOD
The forest lies within Blanchett territory. Individuals wanted by the law and bandits waiting in ambush tend to hide in the forest, so Lord Blanchett employs a forest guard to keep watch over it. The forest is vast, and encounters with wolves and bears are not unheard of, so it is extremely difficult to get through without a guide. Some trees are scarred, as though young wizards once used this place as a training ground.

The deep and vast Sherwood Forest is still very easy to get lost in, even for a wizard. Be careful when venturing through, as it seems the Blanchett's forest guard is currently absent.
VALLIS PROCELLARUM
Also nicknamed Valley of the Lost—rumors say that once anyone steps in, they never reemerge. It is also nicknamed the Hermit's Hidden Valley, due to word of a wizard living quietly here by themselves. The land is brimming with the powerful magic of the spirits that reside there, which means there are frequent mysterious and unexplained phenomena.

There are strange spirits in the Valley of Storms that take on the form of cats. There's a special type of wheat stalk that can coax them out, which in turn helps the more reserved wizards come out of their shell (everyone likes cats, right?).
WESTERN COUNTRY
The West is a kingdom of art and science both. Artists of every medium imaginable reside within the country, and influence everything from music, fashion, and food. It's a country of excess, with a love of embracing life and creating that which you most desire.

At the same time, though, the West is the most advanced country and the home of magical technology. The blend of magic and technology was started by the philosopher and scientist Murr Hart, a wizard known for his obsession with the Great Calamity and off-beat purview, but it has become a focus of humans. Industrialization has seized much of the country, altering the landscape for the production of airships and other military technology. Due to the technology's need for mana stones for power sources, most of the magical beasts within the country have been killed.

While the humans in the country don't hold much love for wizards, it's one of the few where wizards can exist openly with little danger. Wizards are still ostracized and some humans are more radical than others, but a strong community still exists, with many wizard-only locales or events happening within the country. These include things such as wizard-only festivals, markets, or restaurants, such as the famous Bar Bennett, which has been owned and operated by Shylock Bennett for centuries.

The wizards from the West tend to be considered fickle eccentrics with strong feelings, and who put their passions and pleasures before just about anything else. They prefer wining and dining over fighting, and don't tend to take much seriously outside of the craft or art they've dedicated themselves to. To match their mercurial dispositions, Western wizards excel at transformative magic, altering themselves and the world around them with ease. While they might not be the strongest in terms of raw power, many wizards consider Western wizards to be the hardest to fight—you can try to fight them, but might find yourself disarmed and charmed by their words, ending up on a date before you even realize what's happening.

Currently, the West is pursuing greater strength through magical technology, and some within the military and royal court seem eager to pressure Central into ceding control of the Sage's wizards.

URBS FECUNDITATIS
The capital of the Western Country. There are many royals and nobles among the populace, and so aristocratic culture here is refined, and the city serves as the root for much of the country's culture. There is a myth that goes with the goddess statue in Harvest Square—if you touch her feet while thinking of a wish, it will come true.

Any who visit are encouraged to slow down and enjoy the culture. Stop and share a pot of tea with a fellow wizard—who knows, it may help deepen your bonds...
URBS SPUMANS
A slum. It is dangerous here—it is not safe to walk around alone at night. The children who live here are sharp and very cautious. They do not trust adults, and those who let their guard down may find themselves deprived of their coin.

Despite its poverty, the city's flea market may hold treasures that give wizards strange powers. Be careful not to buy too many at once, however—you may attract unwanted attention, or force the market to shut down early.
UNTOUCHED OBSERVATORY
This observatory was built by Western wizard, Murr Hart, during his student years, so that he could watch the Great Calamity and hide away here while lost himself in his research. The inside of the building is littered with academic books and papers filled with formulae. It sits on a cleared area of land next to a sheer cliff, far away from any city, so artificial light does not reach it. Visitors can get their fill of the starry night sky from the large telescope that has been a part of the facility from its conception.

Spending time in the faint remnants of academic genius might bring those sensitive to energies new ideas and inspiration.
BAR BENNETT
A bar for witches and wizards run by Western wizard, Shylock Bennett, this has been a long-standing establishment in the Nectar Pleasure Quarter, a luxury resort area in the Western Country. It has been long loved as a social meeting place for wizards not just of the West, but all over the world. Several of the previous sage's wizards have visited before—Murr Hart, wizard and philosopher, has been a long-time regular.

Currently closed.
SOUTHERN COUNTRY
The only country with an overwhelmingly positive view of wizards, the southernmost country is also the least populated. While not the same as the North's constant snow and blizzards, the South is largely inhospitable, with unpredictable weather often destroying crops and buildings. This means that wizards are in high demand for their ability to repair buildings with magic, with humans gladly working alongside them due to a belief that this togetherness is the only way they can make a living in the South.

Which is incredibly true, as humans have only been able to reside in the South for a few centuries now, because for a time even the water itself was deathly toxic until a wizard changed everything. Who that wizard was and how this was achieved is only known to himself, but many other wizards have helped shape the country and make it a place where even if things are destroyed, they can always be repaired. Wizards are relied on by humans, though many of the wizards who have done the most for the country were not born there or in neighboring countries, such as the Northern witch Tiletta.

The country is too young to have anything in the way of a governing body, with most villages operating independently with little contact with each other. There are people seeking to expand and establish new settlements, and things are constantly developing.

Perhaps unsurprisingly, wizards of the South excel in the more selfless forms of magic such as healing and protection. They're not very strong at combat, and tend to have gentle and kind dispositions.

URBS NUBIUM
While the land is still being developed and there is plenty of untouched wilderness in the area, this rural town is quiet and peaceful. The people here are friendly, kind, and do not discriminate against wizards. Wizards and humans help one another and live together in harmony—wizards are even leading figures in this community, such as teachers and doctors. The clinic is currently closed, however.

The poultices and potions made in the City of Clouds are said to have even greater restorative properties for wizards.
PALUS EPIDEMIARUM
All sorts of plants and animals thrive here in these vast wetlands. The name comes from an era bygone, when plague ran rampant here, but a wizard was said to have helped cultivate the land and made it habitable for humans. During the rainy season, it's said to be an earthly paradise—its unfortunate name makes it hard to imagine just how delicious the fruits that grow here are.

The scent of the flowers native to the Swamp of Pestilence is said to have a strange effect on wizards, altering their moods, health, and relationships with one another.
LACUS TYCHO
A long time ago, a meteorite fell here. Rainwater filled the crater, and turned it into a large lake. It is well known for how beautifully the surface of the water reflects the sky, like a perfect mirror. A poet once visited this place and composed a poem about it, Lake of the Stars, which is now loved by the world over. The Northern witch Tiletta is said to have fallen in love here.

It's said the fish caught here are emotionally fulfilling for wizards to eat. The rare golden fish is supposed to be particularly tasty...
MONTES RHEITA
This magnificent scenery is well known, even within the South. The land is steep, uneven, but abundant in nature; those who live here help one another in their daily lives. Family units make handicrafts and raise livestock in order to make a living.

The shepherds that frequent the mountains could always use help. Those who visit are encouraged to lend a hand. Be careful not to lose any sheep, though.
THE OCEAN
Nobody knows what lies beyond the ocean surrounding the land mass. It's too dangerous to sail across, and not even the strongest wizard can cross it on a broom due to the lack of spirits.