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World

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Realm of Terres

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Terres is a spherical heavenly body set in a standard solar system, which orbits a yellow star. It has one moon that can glow different colors depending on time of day, changing form a light yellow hue in the morning to a pale purple as the sun sets. Terres is made of four known spheres. Each one is segmented by either mountain range, reef encrusted waters, or massively wide and deep crevasse. While physical travel between spheres is possible, usually only very strong magical means can transport being from one to the other. Terres has standard time and gravity, and characters will age at a normal rate. The world has typical vegetation ranging from scrub lands and deserts to vast jungles and thick temperate forests. Temperatures can range from -100 to 130 degrees F. Terres is broken into the following spheres:

Incian Sphere

The Incian Sphere is the major sphere of magic on Terres. The first mortals were created and magic was taught to them here. Magic seeps into everyday life, from helping craft a weapon to fighting the village nemesis. The Gods also have the most pull here as this is where their worship resides from. Further from the Incian Sphere, the Gods grow weak and less interested in day to day activity. The Incian Sphere is isolated from its neighbor by the God's Wall to the East and the Shard Crest to the South and West. Directly to the North is the Endless Tundra. The Wall is too high to climb or fly over and any that attempt suffocate or die from altitude sickness. It has been rumored that there are mountain passes that can be traversed, but these become covered in snow and are difficult to locate. The Shard Crest is an area of upheaval approximately 200 miles across and many miles high. It sits in the water about 500 miles off the cost of the Incian Sphere. The Crest is extremely jagged and the rocks jut out in all directions. It is technically possible to sail a vessel between the rocks assuming the navigator can discern the rocks laying just underneath the water. The water currents become unpredictable and rush fast commonly battering any vessel into the reef. Any that try to cross the Shard Crest on foot will find it devoid of life, and will be constantly submerged and swept up by surge. Hence life in the Incian Sphere has been isolated by the development from the outside world. Chemical and explosives have developed slowly and mechanical systems are still extremely primitive relying on spring loaded and counterbalanced systems.

Hokate Sphere

Many races, upset at the Gods' plan, migrated toward the Hokate Sphere. After the Age of Woe, those in the Hokate Sphere who survived used their knowledge of engineering, architecture, and chemicals to rebuild their world. Since, they have adapted to using mechanical machines, explosives, steam power and electricity. They however, have lost their ability to use or understand magic and while there are still many cults, the Gods cannot gain enough power from their followers to bother. The Gods Wall isolates the Hokate Sphere to the West, where it would normally border the Incian Sphere. To the South lies the Shard Crest, and the North lies the Endless Tundra. The Hokate Sphere has dense jungles and forests that allow more magical creatures to exist without being disturbed as if man could get a hold of them would surly run vile experiments trying to understand their magical nature. Those of the Hokate go to war with advanced black powder weapons and strange electrical powered beam weapons. They also employ strange graft weapons that integrate the weapon directly on the person and external powered suits that reduce fatigue and increase strength.

Suuntar Sphere

Those that lived in the Suuntar Sphere before the Age of Woe prided themselves on their skilled animal taming, intricate craftsmanship, and philosophical accomplishments. After the devastation that saw their sphere's magma boiling to the surface, most who survived tunneled underground for shelter. Those that couldn't adapt died out, and a new underground civilization was established. Suuntar is separated by its neighbor by a portion of the Shard Crest, but mostly by the Hell Gorge. The Hell Gorge is a massive crevasse that splits across the land and water. The sea water spills inward from surge toward the planet's hot molten center and a massive wall of steam is released. Crossing the Gorge is especially dangerous, as its 20 miles wide and the steam elevates to tens of thousands of feet scorching everything in its path. The neighboring Azikier Sphere reeks most of the benefit of the steam, in the form of constant rainfall. Those of Suuntar still create some of the world best crafts including the most advanced clockworks and magical powered armors. This helps them make up for their lack of physical endurance and combat skill.

Azikier Sphere

Those of the Azikier land were extremely studied and kept detailed records of life and knowledge understanding many things. The Azikier Sphere resides to the South of the Hokate and East of the Suuntar Spheres. Its isolated by ocean, the Shard Crest and by the Hell Gorge. To its South lies vast ice fields known as Iso'suun or Arcia's Refuge, that after a thousand miles start to thaw from the volcanic activity of the Suuntar Sphere. After the Age of Woe, those who survived here had to rely on physical skill and prowess to survive. The rains that ensued from the steam of the Hell Gorge drenched most all of Azikier constantly leaving the South covered in snow. Terrible mud slides resulted and much of the Azikier libraries and archives were lost. The people still kept to their zen approach of life trying to tackle problems directly and evenly. Spell casting was almost completely abandoned for combative purposes, as the ink on the books ran and paper became soaked from the constant rains. Physical domination became paramount in Azikier society. Since the archives were lost, most training and study was passed down from generation to generation. What magic was not lost was focused to be cast without a spell book, and directly from memory. Azikier Sphere goods are made well but basic. Large forges have a hard time operating in the humid environment, and most metals corrode quickly. The Heavens


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