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Post by Moonlight on Jan 31, 2015 3:15:34 GMT
The Republic of Nor
The Year is 2022.
Gaiana is TNRPG’s equivalent of our world. Similar in terms of geography, ethnicities, cultures and history, save for the addition of Mythos and Magic spread all throughout the world, and the Republic of Nor, a group of landmasses that are governed as one, with each place sporting its own culture adopted from another place on Gaiana. While the rest of the world exists and is referenced, the central focus of this RP lies within the Republic of Nor.
History While much of Gaiana’s history is similar to our own world, there is one defining event that took place some hundred years ago that to this day, has resounding effects on our world. This event would come to be known as the Divergence, a period of time where Mythos and Man separated and were opposed, as fear of the unknown was high.
Beginning in the early Medieval times, where the first Knights declared war against Dragons and Demons, the Divergence encompasses many wars and battles waged, lost and won, but tensions only continued to rise through the years. While many passive, reclusive Mythos were not keen on interactions with Man, malicious Mythos who sought to abuse and deceive the young race took center stage and developed a distasteful reputation for all, leading to the derogatory term that all who are not Man are known under. In this time of Divergency, technology would experience a boost in its development, as more advanced weapons and defenses were needed to combat the magical and physical capabilities of Mythos, leading to the more advanced technologies that Gaianians use now, as well as Magitek; first experimented with and manufactured in the mid 1600s for the purposes of war.
There eventually came a time when casualties became too great for either side, too many innocents massacred for the fault of one, and with their own wars between themselves, the hatred between Mythos and Man simply became too taxing to continue. A majority of the world’s leaders stepped forward, and established the Reconciliation, powers of Man and Mythos that joined together to help lessen the effects of the continuous wars that ravaged both the races, and the land. While the initial efforts were heavily rebutted and disregarded by many, the Reconciliation was a big step in the direction of peace between Mythos and Man, as the ball quickly kept growing as more and more became familiar and comfortable with the idea of “Together, but seperate” , which allowed for peace between the two without forced intermingling.
Later on in the years of Reconciliation, with the desires of many Man and Mythos to integrate each-other into their societies, and intermingling becoming more and more frequent, the Pact of Unity was created, a final and widely-recognized peace treaty which allowed for free intermingling and socializing between Man and Mythos. This was the period where Magitek was refined and was established for uses outside of war, as with the combined efforts of Man and Mythos, magics, technologies and everything between were quick to flourish. As for the Pact of Unity, many accepted it and began their lives with Mythos/Man...But not all. There were many Man and Mythos alike who refuted the Pact, and in response to it being passed, isolated themselves on opposite sides of the world, in small communities or reclusive villages. …
This world is occupied by all sorts of wonders, magical, spiritual or otherwise, that originate from both Mythos and Man. While the Pact of Unity remains in place to this day, honored by all major world leaders, tension still brews beneath the surface, and racism is still an issue in many places. The Republic of Nor is a place that sits between both Magic and Technology, a place where Mythos and Man reside. It has faced many hardships, and will likely face many more; how that affects the population’s separation or sense of community is up to how the story going forward unfolds, and how the players interact.
Government of Nor Everything within Nor is under one central government, the highest of which is the Council of Governing, formed by the Governors of Province. “Province” refers to an island or landmass within Nor, and while most are encompassed by Velinn and T’vyrn, there are others that have their own Governor, such as Tennebraum, Lenvund and Tihabar. There is also one for Velinn and one for T’vyrn, with 5 Governors of Province in total.
In terms of protection, there is a Norian Military, though their presence is small and mostly kept away from the populace to prevent provocation or fear, as they are only necessary when it concerns a wide-scale threat to the entirety of Nor, housed on bases that do not appear on any official maps. For protection of towns and cities, each has their own unique Law Enforcement operated by the Mayor or governing body, which handles everything in their jurisdiction within their city, though some also spread to protect smaller villages and towns, depending on where a Mayor’s influence spreads. It can be more or less militaristic, sectioned into smaller groups and designed any which way, but if they pressure or threaten another city, go beyond their own territory and threaten civilians, or is used to force a dictatorship within a city, the mayor could face reprimand by the Governor of Provinces, and even impeachment, and their Law enforcement can be dissolved. There is also an enforcement agency separate from the military, headed by the Government, known as the NCPO or Norpol, short for Norian Criminal Police Organization. They facilitate policework in areas where city-assigned law enforcement cannot go or assist in chasing criminals who make their way through several cities and have evaded whatever police force may be there, and houses several divisions including the FBI. Because they are Government-controlled, they can act as police officials in any area, ranking a step above any city’s law enforcement, but that doesn’t mean they can’t come under scrutiny if they are somewhere they have no reason to be.
A Mayor is generally the appointed governing head(s) or body of any one city, and can be known by any variety of names, but their influence may not extend to just their own city; they could also have won favor of a small village by way of extending their police force there for protection, or have built other cities that they also head, and they can run a small series of cities, towns and villages. A mayor can be a singular person elected by the people, a council, or any mix and match of the two, but all cities must follow the basic laws of Nor. For every province, the Mayors form a council that is seated under the Governor of Province and their own officials and council, helping decide laws and other factors that influence the Province as a whole.
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Post by Moonlight on Jan 31, 2015 3:30:49 GMT
Gazetteer of Nor
The Islands of Nor are on record as the farthest landmasses from the rest of the continents on Giana. Each of the largest landmasses are roughly the size of Australia, maybe a little smaller, dotted with small islands and landmasses that are all a part of the central government and all considered part of Nor, simply different Provinces or Regions of it. The two largest landmasses, from right to left, are known as Velinn and T’vyrn, cut between by the Xeryl Coast, with smaller islands around named on the map, as well as the surrounding oceans, the frigid Northeast Vrale Ocean, and the Western Tempet Ocean.
Both Velinn and T’vyrn sport mostly temperate climates, but it changes drastically on both the northern and southern sides of each landmass, both sporting freezing taigas and dry highlands, though T’vyrn has more of an expansive desert at it’s southern end, known as the Elept’yr Desert, while Velinn has fewer highlands, and instead sports one of the world’s largest forests at it’s southern end, the Primordium Rainforest, with a more humid, tropical climate further south. Major Cities/Towns within Velinn & T’vyrn, A-Z Avalon
Known as the City of Magic, Avalon is built into the mountain overlooking the northern Vrale ocean. The city itself is created of crystalline structures and stonework carved with earthen magic that form into a gigantic prism structure that features low levels, middle levels, and high levels. Every inhabitant of Avalon is capable of using magic and the city is known for attracting powerful magicians from all over the world, though its location is kept a secret. The crystal that the prism city is constructed out of functions as a scrying magic deterrent, that makes finding Avalon without a guide extremely difficult. Avalon is also home to the Mage’s College which is less of a student body and more of a magic research facility, funded by the city’s immense wealth. To enter Avalon, there are two options: First, finding a teleportation signet in the world linked to the city will allow a magus who is skilled enough to enter into the College’s Warp Room, with teleportation circles to all major cities and regions of interest for magi. The second way in is risky and involves navigating the sea to access the city via coast. The coast is well guarded and not for public use. If you’re looking to learn about magic, Avalon is the place to be, if you can find it.
The lower levels are known as the Wash, since they are located along the shore of the ocean and when the tide comes in the lowest level is submerged. The Wash is home to many individuals who cannot find work, either from lack of magic proficiency or no inherent talent in a trade. It could be compared to slums of other cities; however, everyone in this level has access to food, shelter, and medical magicks as they need. The middle levels are known as the Lookout, and take up the most space within Avalon. This is the location of the residential and market sectors of the city where most of the populace spends most of their time. There are plenty of magic shops here that skilled enchanters have opened and even the general markets utilize magic in their production and delivery of goods. The upper levels consist of the Mages’ College and is home to the elite of the city. Those who live up here are typically regarded as Master Magicians or Madam Magicians, denoting their mastery over magic and their elevated status within the city. The upper levels decide everything for the city and form the Council of Magicians who act as elected leaders of the city, working in tandem to make sure everyone from the Wash to the College are taken care of.
Blackthorne
Blackthorne uniquely blends the old and new of architecture and tradition into a single city which stretches along the coast, and an aerial view would show how the city gradually becomes more modern the further north it goes. In the north lies the business district and large-scale factories, while on the south side lies the humble buildings and town homes, with small plots of farmland for agriculture. In the center of the city, both meet in a unique town square lined with small boutiques, shops and restaurants—of both modern and classic variation. Another thing that makes the town square unique is the center, where there is a large spire of green crystal known as Daemonstone--solidified demonic energy, carved into a large Gothic-style fountain, the water tinted green from the stone.
Known as the Demon's Domain, a large number of demonic creatures call this their home, and it’s said that their influence and energy also alters the surrounding wildlife. While there are some humans and other Mythos, at least 80% of the population is made of from demons of all shapes and sizes, and aside from the bad rep they are given for being unruly, evil beings, the ones here all live in relative peace. Like with all cities, there is crime and shady alleyways, and some of the citizens aren't too friendly to outsiders, mainly Angels.
This city is also home to Lord Nightmare Malobane, the speaker for demons around the world and one of the last kings that exist to Demonkind. His palace sits on the eastern border of the city, facing the coast--the palace itself appearing to be the hollowed-out shell of some ancient demon, made from Daemonstone. He does his best to enforce peace and expand the minds of those who fear his kind and is quick to punish those who would sour their reputation. While his title of King is honored among older demons, to most he is just known as the Mayor.
CalypsoDubbed Sin Central, Calypso is known as housing the “Spirit of Party” and is a vibrant cityscape filled with lights and music. The center is one non-stop rave, with large buildings sporting equalizers that dance to the music played throughout the city, the only respite from the blaring noise of the crowded streets being the soundproof buildings that are most likely blasting their own music inside. Filled with bars, clubs and casinos of all kinds, Calypso is also known for it’s bad criminal activity and frequent disasters, with underground fighting pits, gangs and crime syndicates all using the underbelly of Calypso as their stomping grounds, though this somehow never discourages the non-stop party that continues to party on. Though, Calypso is still a large city, and as much of it that is a party, there are still residential areas that are more relaxed and have no pumping music or lights, though they can be seen and heard from these areas. An environmental sphere around the entirety of Calypso keeps it perpetually dark, simulating stars in the sky and making it easier for nightwalkers such as Vampires to get around, and harder on anyone with any sense of time or anyone trying to maintain a regular sleep schedule.
Like the city itself, its population consists of just about anything you can think of, and some things you can’t. Mythos and Men of all kinds gather to this hotspot of activity, making it one of the most diverse cities in all Nor, which draws in even more attention from people outside of it.
CarrhilonAlthough its population is small, villages from around the nation frequently gather in the city to shop and see the sights. The city itself is large and elegantly adorned with floating balls of incandescent light during the night. It is laid out in a circular pattern, with a spiraling road design. At the very center of the city the famous “Light's Hope” Tower stands, which is a pristine white tower that is by far the tallest thing in Carrhilon, and at the top has a flat dome turned downwards, which reflects light from inside the tower down onto the city. It’s surrounded by the Prism Gardens, which are not real gardens, but a wide assortment of natural crystals of every shape, size, and colour gathered above ground. They refract the light from the tower and sparkle with an unmatched brilliance.
The mayor of Carrhilon, also known as the Luminary, is relatively unknown and faceless to the public, and according to the townsfolk, only nine people have ever seen her face. The Luminary's interactions with the general public are always masked by a bright light that prevents people from truly seeing her, and she also never leaves the side of her loyal guard, The Mad Dog. The Mad Dog is a 6'7" giant of a man, with a wide frame, build from pure muscle. He rarely speaks and is known for ferociously attacking anyone who threatens The Luminary.
In terms of defense, Carrhilon is protected by group of soldiers lead by a General. Each General is free to do whatever they wish, and have no strict regulations put on them, but to facilitate teamwork, the Generals are granted an "Empath", which is a special ability in the form of a mark placed on willing people, typically soldiers, that allows the General to bestow a set power onto them at any time.
Dala Mardiga
This town is a combination of historic architecture with modest Victorian Empire and French style buildings-- and rolling, lush farmlands, with some stately manors dotting the wooded areas on the edges of the city. And all of it is conveniently located by the seaside. This quiet town is known for its modest living style combined with the quiet class of its town. You won't find a ton of excitement here, and it seems most of the citizens prefer it that way. This town also has a large port, and 80% of their exports are foods and goods grown from their local farmlands and fished from the ocean. In the main area of the city, the streets are made of cobblestone, and it seems that much of the populace prefers smaller vehicles over larger, fancier ones, aside from the trucks that are used to transport goods in bulk. Along with their pleasing atmosphere, this town is also known for their local fish market, and the very distinct and strong smell of fish that wafts from the port.
HallowsmarThose who don't know any better could accidentally mistake this city for 'Heaven'. Filled with white, pristine buildings built in a modern Greek style, this city is simply beautiful, with heavy input on intricately carved murals and statues from the pearly stone that makes a large part of the city’s structure. One of the few cities to be powered by magic rather than electricity, Hallowsmar is kept going by manufactured crystal cores known as Luxpearl, which is akin to a solidified angelic energy. The eastern part of the city is built up a mountain side, where the clouds sit lower than the buildings themselves, and high up one could mistake the upper part of the city for being built on the clouds. The center of the city is a large, outdoor farmer's market that's open every morning until noon, and it’s a generally peaceful place, with the laws reinforced by the city’s police force known as The Niveus Guard.
Made up of the remaining soldiers of the Imperial Angel Army, they are the last remnants of a time once past, as there is no longer a king or queen that leads them. Instead, the City is governed by the Council-- a group of three Angels and three Demons who were appointed to govern the peace between Demon and Angel kind after their 100-year war finally ended. Opposite to Blackthorne city, Hallowsmar houses a large population of Angels and angelic mythos, though a small amount of the population is made up of other creatures. IrasvaelIrasvael is a large, "lawless" port city, the place to be for all con artists, thieves, money launderers and bad business in general. Though no-one will admit this, most of the town is owned by corporations and mafia who work together to keep their “work space” clean, and while all of the larger warehouses and buildings are either owned privately or by large corporations, under the radar they and the people who own them are in cooperation with the Blind Eye. Most of the city is under their watch from behind the scenes, and where the big gangs roam, the city is clean and pristine, with tall, postmodern architecture in their condos and places of business, and a low crime rate. The further out one goes, however, the more run-down and dysfunctional the city becomes, where police brutality becomes more commonplace and where more of the petty murder and theft happens, with squabbles between small-time gangs frequent, often catching innocents in the crossfire.
The most notable features of the city are its large ports and warehouses, with most of what is shipped and dealt with here dealing with illegal goods, making a large bulk of the city’s money, and the center, where a large and famous skyrise bar known as the Silver Iris is housed. It is a focal point for big mafia and Blind Eye members, where important people meet, discuss and sign deals, and a place that only important people can gain access to. Anyone who lives in Irasvael knows to keep themselves in check around the inner city, and small-time thieves and gangs know to keep their fights far away as well. While the police force will deal with you civilly outside, once you’re behind closed doors you’re as good as gone, as though no-one could confirm it, they too are a part of the deep, hidden organization that is the Blind Eye.
MagnumOnce known as Coin City, it was struck by disaster that left it in ruins, leaving nothing of the city in its wake, including survivors. But an ex-member AXIS took up the responsibility of Mayor, rebuilding the city from the ground up, this time with highly advanced Magitek borrowed from AXIS, using it for protection of her people rather than destruction, the city now holding one of the most advanced and efficient defenses in Nor.
Not unlike Calypso, Magnum sports a diverse population, but unlike Calypso, it has more refined and beautiful architecture all around, with towering skyscrapers and a sprawling cityscape, Magnum is a hub for many cultures with it’s famous “Sento Park” attracting many to visit the city and see the sights. Though the Mayor has stepped down, her work done, the city continues to thrive and grow. WindcreekLocated between the mountains in a calm, grassy valley, Wind Creek is a simple town that attracts a lot of attention, both good and bad, because of its placement near The Guild. Despite this, it is a charming location with a small-town vibe, with farmers doing honest work and small cafes and homes making up a vast majority of the cityscape, with a few larger buildings dotted around the southern edge of the city, creating a small skyline. A wide creek runs through this small town, cutting it in half but is incorporated into the atmosphere, and like the name implies, there's always a gentle breeze blowing through. Just west of the city sits farmland and orchards, which are always delivering fresh produce to the city--so the food in local restaurants is always good, and north of the city, around 20 minutes into the hills, The Guild sits on a forested mountainside which overlooks the town. While some in Wind Creek appreciate and even praise the guild for their work, there are still a few who are unsure about their presence. ValvestaAlso known as River City, Valvesta is a beautiful, quiet small town, with cobblestone roads and more use of vintage horse wagons that cars, where many upper-class individuals retire to. This city has few main streets, instead using waterways and canals that run between homes and streets for travel, hence it's nickname, both which aid to the scenic and relaxing atmosphere. With Venetian Gothic architecture, the city is a breathtakingly sight, arching bridges that stretch over the canals and old-fashioned gas street lamps, the water that flows through the many canals is crystal clear, purified through a magical process to keep it clean for fishing and swimming. Also known for its classy museums and tasteful restaurants, this city is a popular tourist spot for those looking to have a quiet but eventful time.
The population is slightly more human, but still carries a few Mythos among their ranks, though not many of the more exotic kind call this place home. The use of magic is uncommon and generally sparks fear and panic in most of the populace, but with Jazz Edgeworth--Mayor and local hero of the town watching over the city, this doesn't happen too often.
ZidiseaHousing the famous estate which is the Hall of Administrative Conduct and Counselling, aka the HACC (pronounced Hah-SEE), Zidisea is a beautiful lakeside city, positioned between a large cove on a mountainside and the Grandisea Lake. The capital of Velinn, Zidisea is a grand, old city sporting both modern and ancient Victorian architecture in its construction. Part of the city is built into the cove and expands into large, open caves, where the vampire populace enjoys the beautiful inner lakes and crystal caves, and have make the district of the town into quite the tourist attraction, with their appreciation and indulgence in the arts and old Victorian designs incorporated into the caverns, which are filled with natural light absorbed and produced from crystals that make up a lot of the inner-city’s light posts. Thankfully as well, it is not harmful to the vampire and other light-sensitive mythos.
While nothing wild quite like Calypso, Zidisea sports a highly varied population that makes use of the various landscapes that the city covers, from merfolk living along and even within Grandisea Lake, and vampires and other creatures who appreciate the dark making use of the darkened interiors of the caves, while beastmen, elves and humans roam the rolling plains and forests.
(More descriptions will be added as needed.)
Notable Landmarks
The Primordium RainforestAn expansive rainforest that takes up almost the entire southern corner of Velinn, the Primordium Rainforest is a protected nature preservation that attracts many adventurers but takes the lives of many as well. It holds many old civilizations and tribes that have yet to embrace or even be exposed to modern society, of both Mythos and Man, and hides away many secrets of magic within it’s deep valleys and thick brush. Its trees are unnaturally tall and vibrant, possibly influenced by the heavy magic within the air here, and that goes the same for a lot of the wildlife.
Soranzo ValleyAlso known as the Low Highlands, the Soranzo valley is the driest region of Velinn. Mostly rocky terrain and brown, dull thicket, it is plagued by frequent duststorms, and very rarely, for a short time in the late summer when it receives rainfall, does it transform into lush fields, but only for a short while.
Nestled within the high valley walls of Soranzo is a place well known to criminals. Blackalley Haven is its name, a market that comes along nightly for the sale and trade of black-market goods, from exotic pets to military-grade weaponry and body parts, everything can be sold here for the right price. Attempts to dissolve it have allegedly been unsuccessful as it is within no police force’s area, and there is no paper proof that it even exists, as the sellers who make their coin here have a silent oath to keep their haven safe. There are no laws here, so as long as someone isn’t caught by the guard or has enough coin to pay them off, they can get away with theft easily.
Elept’yr DesertA grand desert that takes up the southernmost edge of T’vyrn. Despite being the polar opposite of the Primordium Rainforest, it holds just as many secrets in its sands and in the mountains that line its edges, including old tribes or villages that have been able to eke out an existence here, stubborn against both the harsh desert and attempts at colonization and integration into modern society.
Isle of Dreams A small grouping of islands under one name, The Isle of Dreams is known as a dangerous sailing destination, as the waters are dense with fog and the islands are surrounded by rocky reefs, so most ships know to steer clear of the surrounding waters. Those who have made it to the island whether by mishap or successful navigation claim that it is full of dangerous predators that stalk you both during your waking hours and when you are dreaming, some individuals returning plagued by horrible nightmares of these creatures. All these rumors surrounding the island give it quite the reputation, driving people away or drawing in adventurers who dare to brave the island and discover what might lay further in.
Little else is known about the island, other than the fact that there are settlers who live in the heart of it, and somehow live in harmony with the creatures there.
Other Provinces of Nor
TihabarAn island that is mostly grasslands and open plains with a hot, dry climate, very little of Tihabar is inhabited. Towards the northernmost edge of the island, within the cover of the woods, there are a few villages and a single town that ships can sail to, but most of the settlers there are mainly nomadic, and their settlements rarely remain in the same spot for more than a week. This is for one reason; In the sprawling grasslands, there is an odd phenomenon where ancient shrines will rise from the ground in random locations, toppling or destroying anything in their way. This has leveled many forests that were once here and driven away many towns and cities that were built, leaving only those who persevered despite the strange circumstances, living among the abandoned remains of cities and building their own settlements that they travel back and fourth between, their travel as erratic as the rise and fall of the Shrines around, as they have perhaps learned to feel when they are coming, and steer their way out of danger. Major Cities/Towns Takima {Spoiler} The City of Ancients, Takima, is a relic of history and remains as the only primary settlement in Tihabar. The city itself is made from the skeleton of gigantic beasts that roamed this land in the past. Apartments are constructed of the ribs jetting out of the earth and various buildings are constructed of large bones scattered throughout the area. Where bone cannot be found, large stones are brought in and the buildings are carved from them to provide structure and protection against the Labyrinths of Tihabar. The city itself is small, barely able to be called a city, and houses a large transient population of adventurers seeking the Labyrinths. Due to this, the city has a lot of support for these adventurers and sent routine caravans out into the wilds to both deliver adventurers to Labyrinths and to cart back the bodies of those that don’t survive.
LenvundLenvund is a cold northern island that houses a large, snowy taiga. Its dotted mostly with small villages of those who can edure the cold and dangerous animals, but has a few larger towns that make the island ship-accessible. It has black stone beaches that greet the rough Vrale Ocean, and large winter wolves that stalk the forests, so few rarely venture in.Major Cities/Towns TennebraumAn island where many of Japanese Culture, both man and Mythos migrated to during the war for safety. Since then, it’s become a hub of culture and innovation, while at the same time honoring traditions and folklore. It’s very similar to the land of the Rising Sun itself, a temperate climate with colder mountains to the north, heavy snow frequent in the winter and hot summers to the south.
Major Cities/Towns
Neo-Mozaiku
Neo-Mozaiku is a bright, glowing city of opportunity, both tangible and intangible, for Mythos and Man alike. Another of the cities that has a large diversity of individuals, for the small landmass that it is located on, Neo-Mozaiku is easily one of the largest cities within Nor, and even the world. While diverse, it is a central hub for Mythos mainly, and the city has many shrines and dedicated areas to many different gods and spirits, creatures and times, the city preserving and protecting these landmarks for many, many years, even going as far to make it illegal to move, damage or otherwise disrespect these landmarks in any form. Though the rumors and bad luck associated with defacing shrines is enough to steer people clear of it. The city is also known for being the pinnacle of magitek advancements, the city reflecting this very well.
Many forms of transportation are sleek, efficient and logical, but that doesn't mean they don't sit right beside other forms of transportation, with bikes and other traditional transportation. Naturally, because the city is so large, there's lots to explore and much to find, the city having many hidden gems, as well as darkened paths, haunted by spirits that may be looking to cause trouble and mischief.
TonokohmA historic village for the Japanese Mythos culture, Tonokohm is a small town that is comprised mostly of Mythos and Youkai. There are very few humans here, but all revere and respect spirits and host frequent celebrations to honor them. While it’s a small place, many come from all over the world just to experience their grand festivals and pay tribute to the spirits.
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