The Southern Isles (State of Haitus)
Members
Charmeria | HKT (UTC+8)
Dutch | GMT +1 (UTC+1)
Harbertia | Eastern Standard Time (UTC-5)
Jariri | GMT (Equal to UTC)
Universal Coordinated Time Now
((Simply take this, and mondify the hours by the number shown (UTC+4 = Add 4 hours to the time shown) Note that some areas may be experiencing Daylight Savings Time (which adds an hour))
-Everland -
Everland is a land near the coast, and filled with rolling hills, and vast woodlands. It's loosely united by an Empress whose responsibility mostly lies in keeping peace between the regions of the land.
Smeh - A small rural village located in a woodland clearing near the center of the known world. Smeh is an agricultural community producing wool, apples, wheat, and even Carrots! It's primarily inhabited by humans who hold various festivals though out the year.
- Jaigum -
Jaigum is vast region that lies beyond the Machu Mountains. Jaigum is a land of titans, huge people who primarily live solitary lives. Few Norms ever venture to the land, even though they them selves originated their. Unable to live in harmony with the Titans, many of whom had become dominating tyrants, the little ones (humans) eventually made a trek though the mountains to Everland. Though the bulk of humanity dared not flee, and the fate they have suffered is unclear. Currently Everland is working on a magical barrier to keep itself Hidden from the Titans.
- Southern Isles -
Located to the south of Everland the Southern Isles consist of volcanic jungle islands that remain hostile; inhabited by all manner of plant, and animal life able to prey upon travelers who may perhaps be, unaware.
Raceology
-Giants-
Giants where the original, and peaceful inhabitance of Everland. Standing three to four meters high Giant kind inhabits the dense woodlands of Everland tending to, and harvesting the trees they have grown for generations. They are said to be deep thinkers, though early explorers mistook their silence to signify a lack of intelligence which lead to the eventually conquest, and enslavement of their kind during the early days of the Empire. Eventually freed by proclamation the Giants can be found conducting a range of labor though they are most commonly found working large orchards, or in lumber camps though out the Empire as the Giants have a long standing tradition of pride in the the cultivation, and harvesting of trees.
Gaints are natively Monotheistic, following an Ealom, creator of life, planter of the first sapling, teacher of forestry, and carver of mountains. A faith that teaches sturdy commitment, honor to ones family roots, and stands at the center of their commitment to the tending of trees which provide fruit, and lumber for the building of shelter. To them trees have a soul, and it's this soul that should be honored.
- Humans -
Known as Norms by some of the other races, Humans stand around five to six feet tall on average, and having united Everland, have set about unifying most measuremental systems upon their scale. The race it's self has few variants aside from color. The current Empress her self is human. According to the most ancient of Everland lore Humans once ruled the world till the rise of the Titans. Ancient ruins can still be found from time to time. A percent of the Human population possessed an inate natural talent allowing them to harness power from all fields of magic.
-Kirkins-
An insectoid race inhabiting the Southern Isles who raid neighboring people for blood sacrifice to hellish gods. Little is known about them other then word from those who managed to escape such fate. Accounts of attacks upon isolated peoples discribe a chorus of chips that grows into a chant as if the night air it's self had been given voice; by the time the chant is clear the targets have been surrounded. Attacks on settlements on the other hand are not harold by such chorus, but rather a dark cloud as the streets are hit as if by locust.
- Naga -
A Race of shapeshifting snake people from the Southern Isles, and Kabakum Coast. The Naga in their truest form are something between a human, and a serpent. Known by locals as the Hooded Ones the Naga either take on the form of a large cobra like constricting serpent, or a person who still holds serpentine features (fangs, slinted eyes, patches of scaly skin). Considered monsters by the mainstream populace the Naga's traits are used for the hunting of human prey. It's rare to find any form of civilized Naga.
-Purrens-
Purrens are a feline race of arborial decent that highly resemble domestic cats, and stand just under a meter in hight while walking upright. They have hand like paws that have a one joint thumb, and three to five additional didgets. Each of these didgets have two joints with retractile claws. Purrens traditionally inhabit tree top communities in Everland's forest, though over time a few have moved into surrounding settlements. Purrens are excellent climbers as their claws offer superior grip upon most surfaces. They also possess a natural nimbleness, speed, and light retaining eyes that allow them to see easily in low light conditions.
Socially the Purren's tend to travel in clans consisting of a supreme familial authority (Matriarch, or Patriarch) who handles most family matters, and several adults, and their young. In the forests they travel nomadically from hunting ground to hunting ground based on the cycle of the moons. Forest Purren's are more hunter then their urban cousins whom they look down upon. In urban regions clans may be found accompanied by a none Purren who acts as a broker for their services. Urban clans tend to be smaller with most members having found full time employment in a city the clan has passed though. Purrens' tend to work simply for food, and shelter; with employment contracts usually specifying a particular type of food, and frequency the food is to be provided.
-Raetken-
Humanoid Rats, dextrous, quick and obserservant. The Raetken were once a race of scattered city states, with little connection to one another apart from trade and the occasional wars. However in recent years they have been assimilated into the empire, now stereotyped as thieves or crooks. Though the assimilation has not been kind to them and they do have to turn to crime alarmingly often, Raetken are trying to distance themselves from that stereotype.
- Syvans -
A humanoid plantlike race that inhabits Everland's deep woods. Territorial to a nearly xenophobic level the Syvan's will hunt down all trespassers, and few outsiders know how to gain safe passage. The Syvan's are a society of hunters with a close connection to the natural world. Their skin, pigments of the natural world, act as camouflage, blending them in with the nature they protect. Often the Syvans will come together in tribe-like clans, often creating homes in the trees. These clans are almost always led by druids or Shamans, which sometimes convene in a council that makes laws and respond to grave threats in force.
- Titans -
Titans are highly similar to humans, however the only differences currently known is the shear terror of their height. Towering even over mountains the Titans are the largest known land dwelling creature. Their voice booms like thunder, and their stride shakes the land beneath them. Norms describe them as 'dominating', 'overpoweirng', 'sadistic', and even simply as cruel. Back in Jaigum the humans where enslaved by them. These solitary people would usually find a tribe to cultivate. The Titans would do battle with one another over possession of these tribes. Over all, life under them was torture. Even now travel into Jaigum is discouraged over what might happen if the Titans learned of Everland's presence. From lore it's told that the Titan's are a race few in numbers, united by a king (plausible the father of them all), and capable of sleeping for years at a time when going though some form of hibernation. It was during one of these hibernations that the humans that now inhabit Everland made their escape. Food wise the Titans do consume large quantities, usually provided by their human subjects. Though unlike humans they don't have to eat on a daily basis. Meals coming years between. This was fortunate for the humans as they could raise an almost unimaginable quantity of live stock for consumption. Even entire lakes are said to have been swallowed by them. As no living Everlander has seen a Titan it's unsure how much of the lore speaks true.
Giants where the original, and peaceful inhabitance of Everland. Standing three to four meters high Giant kind inhabits the dense woodlands of Everland tending to, and harvesting the trees they have grown for generations. They are said to be deep thinkers, though early explorers mistook their silence to signify a lack of intelligence which lead to the eventually conquest, and enslavement of their kind during the early days of the Empire. Eventually freed by proclamation the Giants can be found conducting a range of labor though they are most commonly found working large orchards, or in lumber camps though out the Empire as the Giants have a long standing tradition of pride in the the cultivation, and harvesting of trees.
Gaints are natively Monotheistic, following an Ealom, creator of life, planter of the first sapling, teacher of forestry, and carver of mountains. A faith that teaches sturdy commitment, honor to ones family roots, and stands at the center of their commitment to the tending of trees which provide fruit, and lumber for the building of shelter. To them trees have a soul, and it's this soul that should be honored.
- Humans -
Known as Norms by some of the other races, Humans stand around five to six feet tall on average, and having united Everland, have set about unifying most measuremental systems upon their scale. The race it's self has few variants aside from color. The current Empress her self is human. According to the most ancient of Everland lore Humans once ruled the world till the rise of the Titans. Ancient ruins can still be found from time to time. A percent of the Human population possessed an inate natural talent allowing them to harness power from all fields of magic.
-Kirkins-
An insectoid race inhabiting the Southern Isles who raid neighboring people for blood sacrifice to hellish gods. Little is known about them other then word from those who managed to escape such fate. Accounts of attacks upon isolated peoples discribe a chorus of chips that grows into a chant as if the night air it's self had been given voice; by the time the chant is clear the targets have been surrounded. Attacks on settlements on the other hand are not harold by such chorus, but rather a dark cloud as the streets are hit as if by locust.
- Naga -
A Race of shapeshifting snake people from the Southern Isles, and Kabakum Coast. The Naga in their truest form are something between a human, and a serpent. Known by locals as the Hooded Ones the Naga either take on the form of a large cobra like constricting serpent, or a person who still holds serpentine features (fangs, slinted eyes, patches of scaly skin). Considered monsters by the mainstream populace the Naga's traits are used for the hunting of human prey. It's rare to find any form of civilized Naga.
-Purrens-
Purrens are a feline race of arborial decent that highly resemble domestic cats, and stand just under a meter in hight while walking upright. They have hand like paws that have a one joint thumb, and three to five additional didgets. Each of these didgets have two joints with retractile claws. Purrens traditionally inhabit tree top communities in Everland's forest, though over time a few have moved into surrounding settlements. Purrens are excellent climbers as their claws offer superior grip upon most surfaces. They also possess a natural nimbleness, speed, and light retaining eyes that allow them to see easily in low light conditions.
Socially the Purren's tend to travel in clans consisting of a supreme familial authority (Matriarch, or Patriarch) who handles most family matters, and several adults, and their young. In the forests they travel nomadically from hunting ground to hunting ground based on the cycle of the moons. Forest Purren's are more hunter then their urban cousins whom they look down upon. In urban regions clans may be found accompanied by a none Purren who acts as a broker for their services. Urban clans tend to be smaller with most members having found full time employment in a city the clan has passed though. Purrens' tend to work simply for food, and shelter; with employment contracts usually specifying a particular type of food, and frequency the food is to be provided.
-Raetken-
Humanoid Rats, dextrous, quick and obserservant. The Raetken were once a race of scattered city states, with little connection to one another apart from trade and the occasional wars. However in recent years they have been assimilated into the empire, now stereotyped as thieves or crooks. Though the assimilation has not been kind to them and they do have to turn to crime alarmingly often, Raetken are trying to distance themselves from that stereotype.
- Syvans -
A humanoid plantlike race that inhabits Everland's deep woods. Territorial to a nearly xenophobic level the Syvan's will hunt down all trespassers, and few outsiders know how to gain safe passage. The Syvan's are a society of hunters with a close connection to the natural world. Their skin, pigments of the natural world, act as camouflage, blending them in with the nature they protect. Often the Syvans will come together in tribe-like clans, often creating homes in the trees. These clans are almost always led by druids or Shamans, which sometimes convene in a council that makes laws and respond to grave threats in force.
- Titans -
Titans are highly similar to humans, however the only differences currently known is the shear terror of their height. Towering even over mountains the Titans are the largest known land dwelling creature. Their voice booms like thunder, and their stride shakes the land beneath them. Norms describe them as 'dominating', 'overpoweirng', 'sadistic', and even simply as cruel. Back in Jaigum the humans where enslaved by them. These solitary people would usually find a tribe to cultivate. The Titans would do battle with one another over possession of these tribes. Over all, life under them was torture. Even now travel into Jaigum is discouraged over what might happen if the Titans learned of Everland's presence. From lore it's told that the Titan's are a race few in numbers, united by a king (plausible the father of them all), and capable of sleeping for years at a time when going though some form of hibernation. It was during one of these hibernations that the humans that now inhabit Everland made their escape. Food wise the Titans do consume large quantities, usually provided by their human subjects. Though unlike humans they don't have to eat on a daily basis. Meals coming years between. This was fortunate for the humans as they could raise an almost unimaginable quantity of live stock for consumption. Even entire lakes are said to have been swallowed by them. As no living Everlander has seen a Titan it's unsure how much of the lore speaks true.
Areas to Expand On
- Everland's Culture, Politics
- Wild life
- Plant Life
- Magic
Content Workshop
Nature of Magical Talent
I was thinking that only certain people can 'use magic', a sort of gift they are born with that originates from the inner soul.
That would make sense. A minority of magic users would make magic users more valuable.
If we keep magic as coming from the soul, I think emotion should play a role. Emotion in this case determining what sort of magic comes into play. For example; Anger might generate fire. Depression might hold the key to a darker magic, that sucks the life out of those around them.
Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.
Enchanting
Enchanted items can be used by anyone, however only those born with magic can enchant items which... is sort of like infusing it with their own spirit energies.
So magic would not be something anyone could pick up, but a natural talent?
That would be interesting, Perhaps one of the schools could be enchanting itself, or it could just be a magical feature.
Enchanting would have to be taught, or learned form trial an error, as it's mechanics by nature make the work hazardious to the enchanter's health. Do something wrong, and I somehow imagine one's life suddenly depending on that comb you enchanted not breaking any time soon. Another hazard would be infusing an item so strongly as to transfer your soul entirely or even give the item a personality of it's own that barrows from your self... I think something (school or guild) should focus on the art to avoid users experiencing such fates.
(also, the plausibility that using two or more enchanters one can create a sentient weapon. Or that it's plausible for a single enchanter to become the item it's self).
Schooling in Magical Talent
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.
I agree with the limiting of magic schools, and think it'd be nice to have these schools experience a branching of the arts.
I'm thinking their is one officially school of magic (the Imperial), and a few private schools.
The imperial college could teach Basic magic and another magical type (Which would be the most common), and one could transfer to other schools if they wished, all of which heavily regulated.
If, where going for some politics... then, if magic is something an individual is born with, then perhaps the guilds, and schools have some conflict taking place below the surface. With bloodlines, different Houses of the Magi, competing for reputation, authority, and connection. These blood lines might also have a nack to paticular schools of magic, thus allowing them to more easily gain rank in those schools, thus it's not actually the schools, but these houses who are in competition with one another.
That sounds interesting, like each house is a sort of noble family for mages? Guilds recruiting more heavily from these houses and the houses having influence in the court.
Perhaps they could also have different ideologies or beliefs about magic.
Fields of Magic
Elemental Magic (Magic dealing with manipulation of Earth, Water, Fire, and Air)
Fortune Magic (Magic dealing with manipulation of energies around an individual to increase, or decrease the likely hood of good events coming to pass under specific conditions. These are Blessings, Charms, Curses, and Hexes)
Body Magic (Magic dealing with manipulation of the flesh)
- Blood Magic (using the life energy of blood blood magic allows the user to manipulate blood in themselves, and others)
- Enhancement (manipulation of the body so as to increase strength, vitality, sight, hearing, etc)
- Mutation (manipulating the body of ones self or another in such a way as to generate features not usually found in the species)
- Transmorphy
Channeling (The gathering, and focusing of mystic energy form with in, or with out. Channeling is key to nearly all forms of magical practice)
- Divining (Induced premonitions, and insight)
- Enchanting (Infusing objects with magical energies. Enchanted items usually have properties to their effects.)
-- Script (Magic Scrolls, Glyphs, runes; putting magic to text, a sub-study of enchanting)
- Summoning (Channeling energy so as to call forth creatures from afar, or even to bring forth items stowed treks away. Both the creatures, and items just be conditions before hand. They must have some receiver to the call, like a bracelet, or note, and the user must have a beacon such as a rod, or scroll)
Ilusion (Magic dealing with the manipulation of Light, and sound to create believable images or conceal that which would otherwise be in plain view)
- Light/Shadow Magic
Soul Magic (The Human Mage's first power to tap into is thier own inner spirit, soul magic deals with the manipulation of this inner magic for external effect. It's used during enchantment to hold the enchantment, as channeling from the elements fade with out contact with those elements.)
- Abjuration (Use of soul energy to create barriers against magical assaults, or to dampen the magic of others. If well practiced such barriers can become more physical, thus offering both magical, and physical protection)
- Binding (Binding a soul to an object. Can be used to allow the individual to always be able to feel the item's presence, thus making it easier to find. On the flip side it can also be used so that their very lives depend on possession of the object)
- Restoration - (Healing by manipulation of the spirit to accelerate the binding of wounds)
Shamanism & Druidic Practice
I was thinking that only certain people can 'use magic', a sort of gift they are born with that originates from the inner soul.
That would make sense. A minority of magic users would make magic users more valuable.
If we keep magic as coming from the soul, I think emotion should play a role. Emotion in this case determining what sort of magic comes into play. For example; Anger might generate fire. Depression might hold the key to a darker magic, that sucks the life out of those around them.
Emotion playing a role would make sense, though I would have it be key for some magic and only a modifier for others.
Enchanting
Enchanted items can be used by anyone, however only those born with magic can enchant items which... is sort of like infusing it with their own spirit energies.
So magic would not be something anyone could pick up, but a natural talent?
That would be interesting, Perhaps one of the schools could be enchanting itself, or it could just be a magical feature.
Enchanting would have to be taught, or learned form trial an error, as it's mechanics by nature make the work hazardious to the enchanter's health. Do something wrong, and I somehow imagine one's life suddenly depending on that comb you enchanted not breaking any time soon. Another hazard would be infusing an item so strongly as to transfer your soul entirely or even give the item a personality of it's own that barrows from your self... I think something (school or guild) should focus on the art to avoid users experiencing such fates.
(also, the plausibility that using two or more enchanters one can create a sentient weapon. Or that it's plausible for a single enchanter to become the item it's self).
Schooling in Magical Talent
Perhaps magic could come from one source, but there would be several school for harnessing it...?
Schools could have guilds that are masters of using one method of magic harnessing?
Though it may be wise to limit the schools, to perhaps 18.
I agree with the limiting of magic schools, and think it'd be nice to have these schools experience a branching of the arts.
I'm thinking their is one officially school of magic (the Imperial), and a few private schools.
The imperial college could teach Basic magic and another magical type (Which would be the most common), and one could transfer to other schools if they wished, all of which heavily regulated.
If, where going for some politics... then, if magic is something an individual is born with, then perhaps the guilds, and schools have some conflict taking place below the surface. With bloodlines, different Houses of the Magi, competing for reputation, authority, and connection. These blood lines might also have a nack to paticular schools of magic, thus allowing them to more easily gain rank in those schools, thus it's not actually the schools, but these houses who are in competition with one another.
That sounds interesting, like each house is a sort of noble family for mages? Guilds recruiting more heavily from these houses and the houses having influence in the court.
Perhaps they could also have different ideologies or beliefs about magic.
Fields of Magic
Elemental Magic (Magic dealing with manipulation of Earth, Water, Fire, and Air)
Fortune Magic (Magic dealing with manipulation of energies around an individual to increase, or decrease the likely hood of good events coming to pass under specific conditions. These are Blessings, Charms, Curses, and Hexes)
Body Magic (Magic dealing with manipulation of the flesh)
- Blood Magic (using the life energy of blood blood magic allows the user to manipulate blood in themselves, and others)
- Enhancement (manipulation of the body so as to increase strength, vitality, sight, hearing, etc)
- Mutation (manipulating the body of ones self or another in such a way as to generate features not usually found in the species)
- Transmorphy
Channeling (The gathering, and focusing of mystic energy form with in, or with out. Channeling is key to nearly all forms of magical practice)
- Divining (Induced premonitions, and insight)
- Enchanting (Infusing objects with magical energies. Enchanted items usually have properties to their effects.)
-- Script (Magic Scrolls, Glyphs, runes; putting magic to text, a sub-study of enchanting)
- Summoning (Channeling energy so as to call forth creatures from afar, or even to bring forth items stowed treks away. Both the creatures, and items just be conditions before hand. They must have some receiver to the call, like a bracelet, or note, and the user must have a beacon such as a rod, or scroll)
Ilusion (Magic dealing with the manipulation of Light, and sound to create believable images or conceal that which would otherwise be in plain view)
- Light/Shadow Magic
Soul Magic (The Human Mage's first power to tap into is thier own inner spirit, soul magic deals with the manipulation of this inner magic for external effect. It's used during enchantment to hold the enchantment, as channeling from the elements fade with out contact with those elements.)
- Abjuration (Use of soul energy to create barriers against magical assaults, or to dampen the magic of others. If well practiced such barriers can become more physical, thus offering both magical, and physical protection)
- Binding (Binding a soul to an object. Can be used to allow the individual to always be able to feel the item's presence, thus making it easier to find. On the flip side it can also be used so that their very lives depend on possession of the object)
- Restoration - (Healing by manipulation of the spirit to accelerate the binding of wounds)
Shamanism & Druidic Practice
Notes:
- If you where a Titan, a meter would be an inch to you, thus, a human would come up to your ankles in height.
Some Music
Nightcore - Flute
Dj Raaban - Anima Libera
OST - Journey



