Avaleris

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A unique continent defined by its absence of a traditional sun and moon, relying instead on bioluminescent plants, luminescent crystals, and advanced crystalpunk technologies for light and energy which is transferred into the area by the Star which the world is situated on. The world is divided by mega walls that draw energy from the Star below and power space stations that oversee the various continents.

The following aesthetics are the major inspirations behind this setting; Steelpunk, Mythpunk, Crystalpunk, and Grimepunk.

Geography and Cultures:

Major Regions and Territories:
  1. Avaleris City and Surrounding Areas:
    • Avaleris City: A central urban hub located against the corner of the mega walls, known for its blend of crystalpunk and steampunk aesthetics and tech.
      • (approx. 100,000 sq mi)
    • Suburbs and Rural Outskirts: Surrounding farming communities and smaller towns.
      • (approx. 300,000 sq mi)
      • Humans, Gnomes, Kitsune, Sylphs, Brownies, Changelings, Muridians.
  2. Volkmire (Inland Sea):
    • Volkmire and Coastal Regions: A large body of water around which many coastal communities thrive.
      • (approx. 450,000 sq mi)
      • Merfolk, Kappas, Nymphs, Harpies.
  3. Mega Walls and Border Regions:
    • Mega Walls: Structurally significant areas, separating the continent into sections and regulate energy distribution for the above Stations.
      • (approx. 100,000 sq mi)
Specific Territories for Races:
  1. Rakkar Tharn (Forest of Shadows):
    • Dense Forests and Groves: Home to Faun, Fargyn, and Wargs.
      • (approx. 600,000 sq mi)
      • Satyr, Fargyn, Mothmen, Jackalopes, Bogle, Spriggan, Pooka.
  2. Cyclopean Peaks:
    • Mountainous Regions: Rocky outcrops and highland plateaus for Cyclopes.
      • (approx. 500,000 sq mi)
      • Cyclops, Yeti.
  3. Ssaroth'kai (Serpent's Marsh):
    • Swampy Regions: Marshlands and dense vegetation.
      • (approx. 450,000 sq mi)
      • Lizardfolk, Naga, Toadmen.
  4. Craghold Mountains:
    • Mountain Ranges: Deep caves and rocky cliffs.
      • (approx. 450,000 sq mi)
      • Trolls, Ogres, Minotaurs, Kobolds, Driders, Manticore.
  5. Skyrider Cliffs:
    • High-altitude Regions: Cliffs and open skies.
      • (approx. 350,000 sq mi)
      • Griffins, Tengu, Korreds.
  6. Thunderhoof Plains:
    • Open Grasslands: Rolling hills and communal grounds.
      • (approx. 350,000 sq mi)
      • Centaurs, Troglodytes, Redcaps.
  7. Wastes of Fomoria:
    • Harsh, Barren Lands: Rocky outcrops and sparse vegetation
      • (approx. 200,000 sq mi)
      • Fomorians, Jotnar/Giants.
  8. Kaltharim (Land of Quills):
    • Specific Regions: Defensive territories for Quillbacks.
      • (approx. 150,000 sq mi)
      • Shuthin, Anubis, and Serpopard.

Politics and Governance:

The Elites:

The Elites are the ruling class of Avaleris, descending from the advanced Stations above the continent. They wield significant power and influence, overseeing the governance and major decisions affecting Avaleris. The Elites are known for their advanced technology and knowledge, which they use to maintain control and order, however are rarely seen, with their appearances marking the passage of a year within the setting.

Crystal Guard:

The Crystal Guard is the enforcement arm of the government, tasked with upholding the Crystal Code, the universal set of laws governing Avaleris. They are highly trained and equipped with advanced technology and magic, ensuring peace and order across the continent.

Magic and Enchantments:

  • Crystal Energy: The primary source of power for magic and technology.
  • Magic Rules: Every action has an equal and opposite reaction, with drawbacks such as strain, exhaustion, or physical harm.

Timekeeping:

  • Bioclock System: Utilizes Chrono Trees and bioluminescent insects called Glowflies to measure time.
  • Day Cycle: Divided into segments such as Dawnlight, Morningbright, Dayglow, Dusktide, Evenlight, and Nightfall.

Religion and Belief Systems:

  • The Loom of Fate: A religion centered on the idea of a grand tapestry woven by fate.
  • Eyes of Entropy: A religion that worships chaos and disorder.
  • The Present Path: Followed by Aidan, focused on living morally in the present moment.
  • Cyclopean Solitude: Practiced by Cyclopes, emphasizing individualism and introspection.

Key Historical Events:

  • The Great Crystal Discovery: Revolutionized early societies with the discovery of luminescent crystals.
  • Founding of Avaleris City: Established as a central hub for trade, culture, and governance.
  • The Crystal Wars: Conflicts over control of crystal mines.
  • Formation of the Council of Crystals: Established a centralized governing body.
  • The Industrial Revolution: Marked rapid technological advancements and urban growth.
  • The Great Reformation: Social and political reforms to integrate diverse species and address inequalities.

Language Guide:

  • Wyrvan: Language of the wolves, used by both Wargs and Fargyn (Lycans).
  • Mareth: The Selkie dialect.
  • Brigidine: The language of the Brownies.
  • Shuthin: The language of the Quillbacks (Shuthin).
  • Sibilan: Language of the Lizardfolk and Naga, characterized by hissing sounds and minimal grammar.
  • Trade Language: Common language used for general communication across different species, brought to Avaleris by the Humans.

Notable Technologies:

  • Crystal-powered Devices: Used for lighting, energy, and advanced machinery.
  • Mechanical Timekeepers: Clockwork devices synchronized with natural bioluminescent cycles.
  • Bioluminescent Agriculture: Farming techniques that utilize glowing plants and fungi.

Additional Points:

  • Fargyn Rap Example: Demonstrates the cultural expression of the Fargyn in their language, Wyrvan.
  • Hemomantic Symbiotes: Unique twist on vampires, involving parasitic organisms that grant blood-manipulating abilities.