New World

The "New World" is an unnamed realm inhabited by various races in a Fantasy Medieval-Dark Ages setting. Magic and tangible deities exist, and are well-known.

The realm was once called **Terradios**, but has since renounced and left the term as the name of the Disgraced Ruins, signifying a new world without the touch of gods.

The New World is a lot smaller than \_Vanyr's realm. Its overall land mass comparable to the size of a large continent.

## Language

Each race category has its own language, and each category type has its own dialect.

In order to inspire unity and comradery, the nations appointed a language to act as their mediation: **Trade**. Every government official, scholar and merchant must know how to read and write Trade in order to be officially recognized. Some even forsake literacy in their own language in favor of Trade because of tutoring costs.

## Education

Most commoners are illiterate. Those who are not on route to be scholars, merchants or adventurers value technical and practical skills, rather than mental ones. While noble and wealthy households are in a better place for academics, most only have their first and second heirs tutored.

As far as currency is concerned, though, most business owners know how to count up to 50. While the layman only know how to gauge numbers through physical analogies such as a finger (1), a splay (5), a fistful (10) or a pouchful (20).

Once a child reaches adolescence, they would find an apprenticeship in their chosen career path and start to build their skills and reputation through their mentors. As the art of magic has recently been made scarce, the only academy one can learn it is in **Heavenly Reach**.

## Technology

Most of the advancements in the New World is what one may expect in a 15th century setting, with anomalies to the expected progressions altered by the knowledge of magic and divine gifts. Each nation has its own priority of which form of science and research to focus on.

Heraldin's main pursuit is that of combat prowess. This was the very reason that the deities chose their hero from this kingdom. Its main form of pride is the diversity of its enchanted equipment and artillery. Due to the peace treaties, however, the pace of invention for this type is rapidly stagnating. Enchanted weapons are quickly becoming heirlooms, or sold at even high prices than original to adventurers and knights.

Menagerie focuses on the pace of communication. With each types heavily accustomed to their territories, the empire believes it to be disrespectful to make them leave under trivial circumstances. They are constantly experimenting ways for faster transmissions of messages, and have already achieved projecting imagery and sound through linked runes. This invention has yet to be released to the public, but is known by the people. So far, the populace has access to dedicated stations where only sound resonates between the runes.

Daemon's territory and overpopulation issues make way of life support their upmost concern. They have affinities with architectures and engineering, with their prominent detail being how they use the limited resources they have to serve a stable lifestyle. The pinnacle of their achievement is the invention of cultivating frost flowers inside insulated buildings, in order to drastically decrease the rate of food from spoiling. The scholars of Daemon are sworn into secrecy on how to harvest these flowers without it withering immediately. Other nations who want this built in their own land can only request a commission to the Daemon Kingdom directly.

White Castle does not have any prominent research focuses. They, however, are known for trading between different nations as individual houses. Each territory has a hybrid of technology to flaunt among themselves.

## Currency

Every major nation has their own form of currency, but they are unified in their currency systems. Each coin is embossed with the original nation's crest despite the coins having no difference in value if taken off the country. This embossing was meant to act as prevention for pick pockets from snipping gold pieces, as well as acting as identifiers for any foreign powers looking to trade. While there is only one stencil for these embossments are managed by their local goverments, there are still crude fakes that circulate. Merchants are always advised to weigh their coins, just in case.

The universal heirarchy of coinage is as follows:

10 **copper** amounts to a silver; 10 **silver** amounts to a gold; 10 **gold** amounts to a sovereign; and 10+ **sovereign** can be exchanged for a celestial note.

Celestial notes are small sheets of paper scribed with magic ink. They are virtually indestructible, save for a specific tool found in government treasuries, and clearly pens the owner (and if ever, the intended recipient). It can then be exchanged again for the coinage inscribed. Given the time it takes to prepare the note, however, it is usually saved for big exchanges such as property sales, large trades or passing of wills.

For reference, most commoners' full day of work is 3 coppers, and regular market prices can go from 1 copper to a silver.

## Nobility

The aristocratic heirarchy of the New World is comparitively simple and only composes of three major categories.

### Royalty (Crowns)

The bloodline that lead the country. This composes of any emperor, empress, king, queen, prince and princess born within the ruler's family.

While any distant relative or illegitimate child will be recognized as part of the royal *family*, only those with possible claim to the throne will be recognized as the royal *line*. The Queen's cousin from her youngest uncle may still be a prince, but he will not be a royal heir. Such family members will often be placated by having their family rule a domain, where their lead member is titled as a **Royal Lord**.

Once three generations from the royal family has passed ('diluted' blood), or if they are disowned, they will no longer be recognized as a royal.

While any person can marry into the ruling family, their title will not match any born royal. They will simply be known as their category with their role as a suffix, such as Royal Consort for those who married the King or Queen, or Jewel Prince/Princess.

The royal line are exempt from the rules of castes, but it is taboo for a royal to wear the jewels that does not support their reign.

### Jewelry

These are the other forms of nobility that rule portions of the nation. Each nation has their own sets of rules on what considers one Jewel more prestigious than the other. As there are no official ranking between the Jewelry (such as Barons to Dukes), most look to fame, wealth and territory.

Similar to royalty, reigning powers of the domain are titled as Jewel Lords, while their children as referred to as masters or mistresses.

##### Castes

Minerals are also affiliated with a faction that noble houses may adorn themselves with. Families not of the caste may not dress themselves in jewelry pertaining to other factions. In order to be ordained into a caste, one must be recommended by an existing member and then be invited by the elective if approved unanimously by the others.

For the Empire of Managerie, Rubies represent the warrior caste, Sapphires represent the scholar caste, Emeralds represent the merchant caste, Lace Agate represent the artisan caste, and the recently rarer Topaz represent the magic caste. The gemstones differ in other countries.

### Legion

These are the layman or commoners who elevated themselves into status. These can be decorated militants, wealthy merchants, renowned scholar, or any other position that has gained significant influence and right to maintain their own estate. While still looked down upon in private, Legionnaires are often included into prestigeous affairs and gatherings.

## Names and Titles

Surnames are not a usual affair for most people in the New World. It is almost used exclusively by aristrocats. Though, they are some cases where commoners use it to showcase their line of work. Once a person becomes a master in their craft, they will be named after it. The most common surnames of this type are **Smith**, **Cook**, **Hunter**, and **Builder**. The master's children can inherit this title, if they intend to follow their parent's craft.

Alternatively, the children can name themselves after their parents in honor of their bond, or their memory. This is more common for the adopted. They will take their parent's first or last name, with -**son** or -**dotter** as a suffix.

Meanwhile, those with fixed surnames, such as those from distinguished lineages, may choose to forsake changing their last name. Instead, they have their title as a prefix. Most noble lines who are not in the ruling household turn to knighthood and therefore be referred to as **Seraphs**, or **Ser**. This is not to be confused with the more common 'sir' or 'dame' referring to any higher ranking soldier.

## Charted Lands

The many wars that plagued the New World caused many settlements to disperse and relocate. Many villages are now empty husks devoid of life.

Cartographers from the Codex Guild are able to confirm most of the major populace remaining, but warn travelers that some locations have been lost while others have appeared. Goverment officials urge the nobility to keep track of the settlements in their territories, as to make remapping much quicker. However, due to the Empire of Managerie and the Heraldin Kingdom having friction after recent territory disputes, completed maps cannot of either kingdom cannot be exported past their respective borders, giving an incomplete chart of settlements away from major roads.

#### Neutral Territory

##### Disgraced Ruins

Originally known as the **Gods' Sanctuary**, before it was changed as the last part of Terradios. Even then, most people do not refer to it as that name, in fear of the gods may resurrect from acknowledging their influence alone.

##### Heavenly Reach Tower

An elite academy for studying arcane arts. Due to its isolated location, not many trade with the settlements at the foot of the tower, aside from students and teachers. This, combined with the exclusivity of magic to certain bloodlines, makes the academy a nobility's playground. Commoners who make it in the academy are rare, and do not last with the high costs of living.

##### Tusk Plains

The land of orcs and goblins. While they have been invited to join the Empire of Menagerie due to their proximity, they vehemently prefer to rule themselves.

##### Serpent's Trenches

It is the long stretch of ocean that circles the world. It is known for its powerful underwater currents that swirl deeper into the abyss. Not much is known about it, except for that anything swept up by the waves will no longer see the surface, and that despite its depth, it tends to influence the water above's temperament. Such that, even those adept to water avoid crossing the trenches and will take the long way around.

The running theory about the Serpent's trenches is that it is the reason most of the landmasses are clumped together. Before the peoples had the mind to chart their surroundings, the currents swept up the islands and smashed them together, forming the many caverns and sunken land masses beneath the waves that adventurers and archeologists would call as dungeons.

A portion of the trenches separate the Kingdom of Daemon and the Allied Nation of White Castle's borders, but neither want to claim it due to possible collaterals hard-headed travellers could impose upon them.

#### Empire of Menagerie

The empire's noble line is famous for flaunting their connections to the land they rule, due to their families expressing a great adaptibility to their surroundings. Thus, suitors that are earthtreaders or soulborne are often overlooked to favor suitors with similar affinities to the bachelor.

In the coastal areas, the closer resemblance to merfolk, the higher the prestige regardless of wealth. In the same vein, drakons are the symbol for the people of the deserts. In the forests, it is the dryads that are the paramount of elegance, regardless of their overall magical ability.

Unlike other kingdoms, it is tradition to name the territories after races who made the land their ancestral home, with the name of the lord only applying to the immediate settlements surrounding their estate. It is also the only kingdom that has added large portions of the ocean as a border, since many of its people are aquatic and/or amphibious.

##### Hydros Port

The "starter town" where most of the story takes place. Has three districts based on how low in the coast, as well as cost and quality of living: **High Tide**, **Mid Tide** and **Low Tide.**

Hydros Port is the trading capital of Drakonia due to Duneskeep and its proximity to various environments to draw resources from. It used to be much larger but has since been overtaken by the neighboring Jewel Lord of Heraldin during the War of the Lands. Due to the loss of Duneskeep and Hydros falling into debt, the placement of a new capital is being considered.

Though it is a poverty-stricken, Jewel Lord Hydros has denied struggling and even overspends to display opulence. Their only grace from being stripped from power is their line being the descendants of the last mermaids.

While the Massacre of Hydros is ultimately a tragedy, there is a silver living from the event that is saving the territory from collapse. Hydros Port naturally has little to no monster activity due to the large amounts of merfolk blood in the water, warding off predators. This exploding fish population makes them a major player in the fishing industry.

###### Hydros Ruins

The last settlement of the merfolk before they went extinct. Because most cannot dive that deep and that their blood exposed their warding pheromones, their bodies are said to not have been removed and are left to decay as they were.

##### Waveside Desert

The desert on the other side of Hydros' mountain. It used to be the prime location for tritons to settle in the mainland, before their recent extinction. Now, it serves as a quiet refugee city for the merblooded descendants.

##### Fae'ven

The land of the elves. It is a heavily forested civilization that is bursting with magical energy. The only road that leads to it is through Duneskeep. Otherwise, travelers must brave the swamps and rainforests that surround the city, or go around the desert fortress.

It is a haven for agriculture and spice exports, yielding twice as much more than any other farm. The only thing that is stopping Fae'ven from taking over crop economy is their reluctance to expand their farming spaces, as it would require a significant portion of their forests to be cut down.

##### Harvestone

While a small town, it is a hub for gathering rare medicines and mining mana-infused crystals. The townsmen are at a rare advantage to be in proximity to the edges of Fae'ven's magical forests, while retaining their own ecosystems in the desert. While it makes for a popular area for scholars, doctors and merchants to stay, many cannot handle the lifestyle of battling the dusty land. Unsurprisingly, the main population are earthtreaders.

##### Drakonia

The royal capital. The land of dragonbornes.

Not much is known of the capital outside their nation, as it is also the breeding ground of several dragons. Those who are not drakon are discouraged from visiting as it could agitate the local wildlife. Those who must visit for diplomatic purposes are assigned several guards to avoid incidents.

#### Daemon Kingdom

The kingdom which sparked the War of the Worlds in an attempt to expand. The capital, while large, is its only major settlement.

##### Gallow's Keep

The land of the undead, and is dubbed by many as the "Underworld". While it is considered under Daemon rule, it is a collaborative affair for every nation for the keep to be kept under control.

#### Heraldin Kingdom

Previously known as the Kingdom of Justinia after the previous royal family.

It is majority human and half-human kingdom. While there are those from other races present, the recent conflicts in the last century against the two neighboring nations set a mindset that humanity can only count on themselves. While there were agreements to police discrimatory acts under each other's rule written in the treaties, there are silent segregations that move human citizens to be absorbed into Heraldin.

##### Heraldin

The kingdom's royal capital, named after the Hero King. While the Hero was not part of the royal family, he was brought up into status by the church of Justice. It was the last thing they did before the Hero King dismantled theology completely during the War of the Heavens.

##### Silkstream

A thriving market for fabrics and textiles that can be worn in and out of water.

It was once part of Hydros' territory before assimilated into Forkdam. The village was elevated into a bustling market despite its small size, after Forkdam connected its roads to put Silkstream on the map, though only a by-product of connecting to the more major Duneskeep.

The population is torn in its loyalty. Many do not want to be part of the kingdom who destroyed their ancestors, while others feel they are better taken care of in Forkdam than their previous lord. Those who swear loyalty to Hydros are trying to earn enough to move back into the empire, with their skills and stocks in tow. Hydros suspects this to be the reason there are growing numbers of caravan attacks.

##### Duneskeep

It is the second territory that was once part of Hydros' before assimilated into Forkdam.

Duneskeep used to be a vault for potions and magical artifacts, which has since been distributed and used during the many wars that plagued Terradios. It now serves as dungeon prison for war criminals.

It is the final stop-over between the pastures and the desert. The city that surrounds the fortress is known to sell camping equipment, desert gear, rations and mounts. They also host a surplus of eateries for those returning from the desert, and items from Oasis Village at a higher mark-up. The territory struggle sports a feud between the merchants on whose money to accept; Heraldin or the Empire.

##### Forkdam

A Jeweldom in constant heat with Hydros for taking over two of its territories. Not many know the reason for their sudden interest in occupying those specific territories. Most suspect it to be simple greed or jealousy. Others believe it to be a personal spat.

Stories claim that the Jewel Lord's older sister was rejected by the previous Jewel Lord Hydros, who perished during the War of the Heavens, in favor of a triton commoner as a bride. Most believe this offense of the Lady of Forkdam's pride sparked such attempts to reclaim what she believes to be hers, but the peace treaties stopped further occupation.

##### Moon Rise Forest

The land of sprites. Those who enter it are often after magical and alchemical ingredients. It is ill-advised to enter without a faeborne guide, as the forest is known to play tricks and get travellers lost.

#### Allied Nation of White Castle

White Castle is an alliance of aristocrats who prefer to govern themselves. They establish their own laws among their territories, and defend each other if another world leader tries to intervene with their system.

They are well-suited to brave the harsh weather, as its main population consists of elementals.

While White Castle is far larger due to its uncontested territories, the amount of people willing to move outside major settlements, due to unstable climates for travelling, is scarce. This often leads to depictions of its borders in maps far smaller and only showing off the domains closer to other nations.

##### White Castle

The neutral ground for the allied nations, acting as the primary trade and politial hub.

##### Ashen Isle

Dubbed as the land of white ash, due to its mix of harsh colds and an active volcano. It's ruled by two divorced nobles who split the isle to continue leading half each.

###### Infernus

The southern half of Ashen Isle, where the active volcano rests.