operations:public:world_lore
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====== World Lore ====== | ====== World Lore ====== | ||
- | The world of **Tala**—where Volaire takes place—is one of beauty carved by trauma. Magic once brought prosperity, but now lingers as a dangerous inheritance. Nations rise from ash. Empires fracture. Every character who steps into Volaire does so with the weight of history pressing behind them. | + | This page serves as a living archive of the known world of **Volaire**, capturing its geography, culture, power structures, and historical roots. Whether you' |
- | + | ||
- | This page introduces the current state of the world, including cultural forces, power structures, and recent upheavals. It is a foundational resource for players writing backstories | + | |
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- | ===== 🌍 The Continent of Tala ===== | + | ===== The Continent of Tala ===== |
- | + | Tala is a vast and often unforgiving continent, shaped | |
- | Tala is the largest known landmass on the planet, surrounded | + | |
- | * Vast deserts, | + | |
- | * War-scarred cities and crumbling arcane | + | |
- | * Borderlands haunted | + | |
- | Magic is both a tool and a threat. Civilization teeters between innovation | + | Tala consists of a **large central landmass** ringed by remote island chains, jagged archipelagos, |
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- | ===== 🏛️ Major Powers | + | ===== The Ariadnian Empire |
+ | The dominant human empire in western Tala, **Ariad** is a fractured yet enduring relic of a once-glorious civilization. Known for its diversity of arcane practices, its openness to unconventional power, and the ideological split between its major baronies, Ariad represents a chaotic balance between liberty and self-serving ambition. | ||
- | The balance of power in Tala is fragile. Most regions operate autonomously, ruled by city-states, baronies, or ancient bloodlines. Two dominant factions define the current political landscape: | + | ==== Major Baronies ==== |
+ | The Empire | ||
- | --- | + | <WRAP center round box 100%> |
+ | === Seshtau === | ||
+ | Ruled from the necromantic capital of **Umbris**, Seshtau reveres power over life and death. Its people embrace undeath as a tool, and fear is considered a weakness. Red and black banners adorn its towers, and whispers of clawed hands bearing skulls mark their creed. | ||
+ | </ | ||
- | ==== 🦅 The Ariadnian Empire ==== | ||
- | Once a true empire, Ariad now functions more like a **coalition of baronies**, each with its own values, goals, and approaches to power. The Empire prioritizes survival, strength, and the reclamation of knowledge—regardless | + | <WRAP center round box 100%> |
+ | === Forsetidale === | ||
+ | The home of the balanced blade, **Forsetidale** is a barony of knights, judges, and blacksmiths. Order is forged through honor, and justice is as important as strength. Golden symbols | ||
+ | </ | ||
- | * Magic is embraced, including necromancy. | ||
- | * Undeath is not universally condemned. | ||
- | * Political power is localized under barons and baronesses. | ||
- | Key Regions: | + | <WRAP center round box 100%> |
- | * [[operations: | + | === Tuatha === |
- | * [[operations: | + | The **Tuathan** people dwell closest to nature. Magic is natural, undeath is abhorrent, and the land must be nurtured. Their capital, |
- | | + | </ |
- | Each barony operates semi-independently, | ||
- | --- | + | Each barony has its own embassy, military guard, and approach to magic, governance, and diplomacy. While they are united under the banner of Ariad, tensions between them run deep. |
- | ==== 🏛 The Kingdom of Leib-Olmai ==== | + | ---- |
- | Situated to the east, Leib-Olmai | + | ===== The Kingdom of Leib-Olmai ===== |
+ | To the east lies **Leib-Olmai**, | ||
- | | + | Led by **King Lirum-Duhl IV**, with his successors vying quietly beneath him, the kingdom |
- | | + | |
- | | + | |
- | Leib-Olmai is known for: | + | ---- |
- | * **Verasi** – A geometrically structured capital of law and civic pride. | + | |
- | * The **Dawnguard Legions** – Elite, disciplined military forces. | + | |
- | * A hidden civil conflict brewing within the royal family. | + | |
- | --- | + | ===== Other Realms and Peoples ===== |
+ | Beyond the two dominant kingdoms lie scattered city-states, hidden enclaves, and wandering cultures: | ||
- | ===== 🏙️ | + | * **The Ramtovi Caravans** – Nomadic traders and mystics, loyal to one another and fiercely independent. |
+ | * **The Wild Elven Groves** – Secluded and anti-arcane, | ||
+ | * **The Dwarven Holds of Qualtah** – Isolated mining settlements full of tradition, treasure, and grudge. | ||
+ | * **The Hidden Courts | ||
- | The game’s namesake | + | The continent teems with ancient magic and ruins from long-lost civilizations. Many cultures share whispered tales of [[The Shattering]], an epochal event in the distant past that shattered the balance of magic and laid waste to many of Tala's greatest cities. No scholar agrees on its true origin. |
- | + | ||
- | * The **Guild of Light**, **Mage’s Guild**, and **Artisan’s Guild** have all fallen. | + | |
- | * The city is surrounded by arcane fallout zones, cursed graveyards, and unstable ruins. | + | |
- | * The **Wards** keeping | + | |
- | + | ||
- | New arrivals—refugees, | + | |
---- | ---- | ||
- | ===== ☠️ Current Threats | + | ===== Guilds and Institutions |
+ | Several major organizations once anchored the town of Volaire and the wider world: | ||
- | The world is under siege from within | + | * **The Mage's Guild** – Center of arcane research |
+ | * **The Guild of Light** – Once a bastion of healing and protection. Now mostly in ruins. | ||
+ | * **The Artisan' | ||
- | * **Shadowspawn** – Born from the rupture | + | New characters may discover fragments |
- | * **Skeletal Undead** – Raised by corrupted rituals | + | |
- | * **Arcane Instability** – Old spellfields still pulse. Portals open without warning. Magical items hum with unintended power. | + | |
- | * **The Food Crisis** – Crops spoil unnaturally. Livestock vanish. Some suspect magic—or sabotage. Volaire is slowly starving. | + | |
---- | ---- | ||
- | ===== 🔍 The Fall of the Guilds | + | ===== World Themes and Player Hooks ===== |
+ | The world of Volaire is shaped by the following recurring themes: | ||
- | The **Age of Light** ended in collapse. | + | |
+ | * **Ideological Division** – Kingdoms, baronies, and guilds all interpret morality and magic differently. | ||
+ | * **Legacy and Ruin** – The ruins of ancient empires hold knowledge, relics, and dangers. | ||
+ | | ||
- | Once, guilds held everything together: | + | ---- |
- | * The **Guild of Light** offered healing, justice, and moral clarity. | + | |
- | * The **Mage’s Guild** curated spells, rituals, and magical discipline. | + | |
- | * The **Artisan’s Guild** developed alchemy, trade, and production. | + | |
- | Their fall was not a single event but a sequence of betrayals, disasters, and forgotten decisions. Some say the guilds turned on one another. Others believe an external force—still unnamed—tore them down from the shadows. | + | ===== A Note on Geography ===== |
+ | Geography in Volaire is **intentionally mutable**—not because it's undefined, but because it's **experienced**. Maps are drawn by the living and constantly revised. Terrain shifts. Ruins appear. Roads vanish. Magic tears at reality in slow waves. | ||
- | Their ruins still shape the political | + | This allows both players |
---- | ---- | ||
- | ===== 🧠 Using Lore in Your Backstory | + | ===== For New Players |
+ | If you are creating a new character and seeking to tie them into the world, consider these questions: | ||
- | Questions to consider: | + | |
- | | + | * What barony, kingdom, or independent faction shaped their early life? |
- | * Was your homeland | + | * Do they believe in personal freedom, civic duty, arcane supremacy, |
- | * Are you fleeing persecution, investigating ancient magic, or seeking someone lost? | + | * Have they witnessed ruins, horrors, |
- | * Do you see undeath as an abomination—or as a tool? | + | * How do they view the fractured world they now walk—and what do they hope to build, or destroy? |
- | + | ||
- | You might come from: | + | |
- | * A ruined border town between baronies | + | |
- | * A state-run academy in Leib-Olmai | + | |
- | * A wandering tribe or hidden refuge untouched by politics | + | |
- | * A baronial court, serving | + | |
---- | ---- | ||
- | |||
- | ===== 📖 Regional Highlights ===== | ||
- | |||
- | * **The Pale Ridge** – Militarized borderlands. Frequent skirmishes. Ideal for ex-soldiers or spies. | ||
- | * **The Blight Ranges** – Mountains still burning with dormant rituals. Few return. | ||
- | * **The Palewood** – Forest older than records. Some call it alive. | ||
- | * **The Ashen Lowlands** – Salt-cracked soil and empty villages. Home to scavengers, liches, and exiles. | ||
- | * **The Halix Steppe** – Public forums, war games, and civic speeches of Leib-Olmai. | ||
---- | ---- | ||
- | **Volaire is not just a city. It is a wound. A crossroads. A promise.** | + | <wrap em>**Navigation:** |
- | **Your character enters a world on the brink—what part will they play in its unraveling or redemption? | + | [[operations: |
operations/public/world_lore.1748499095.txt.gz · Last modified: 2025/05/29 06:11 by eric