Toria

## Overview

Toria is a relatively small yet powerful country located on the continent of Arucar, beneath the watchful gaze of the Empire of Canares. The people of Toria are known as Torians.

Toria is a wealthy country, rich in ore and natural resources, in a temperate climate that allows for an abundance of agriculture. The nation revers blacksmiths and metalworking, due to the quality of the ore and the efficiency of their mines. Toria is also rich in magic, with a powerful and versatile magic system that has kept its borders safe and it's people thriving.

## Geography

### Borders

Toria lies roughly half way down the continent of Arucar, bordered only by the Empire of Canares to the north and the Lycanhold to the northwest. Despite the Empires' ambition, Toria has managed to stave of Canaren invasion for the past fifty-five years, ever since the Splintering War. The two nations currently hold a tenuous peace, accepting trade and travel but little pleasantry.

Toria itself is bordered into large states known as Cantons, each ruled by a Baron and a circle of nobility who serve the Crown directly. Toria is a unified country, with each Canton serving the Crown as they have for centuries.

Each Canton and its major cities are:

* **Hewland**
	+ Hewenhall
* **Wilkershire**
	+ Middencrest
	+ Farshear
* **Smithston**
	+ Roshurst
	+ Gal Borim
* **Loland**
	+ Blikview
* **Crenlot**
	+ Shontown
* **Ridlen**
	+ Ardglass
* Derry
	+ Dundakur

### Interior

Toria is home to many rivers, forests hills and mountains. It's northern and eastern edges are lined by the Brinebreaker Mountains, a huge range that acts as a nigh-impenetrable border - one of the primary reasons the nation has been able to hold back Canaran invasion. The primary rivers that run through Toria are the Wine, the Crook and the Oreson.

### Climate

Toria sits above the equator in quite a temperate zone. It has warm summers and cool winters, but doesn't tend to battle with many weather extremes other than wind. This has made much of its land ideal for farming and agriculture.

## History

Toria is an old nation, with some of its noble houses reaching back a thousand years. It was conquered by the burgeoning Canaran Empire and held for roughly one hundred years, though the hand of the Empire was relatively light due to difficulty maintaining order. This period ended in the Splintering War, where Toria won back it's independence.

## Culture

### People

The Torian population is mostly human, elven and half elven, all typically having fair skin and black hair, though due to their Canaren history darker skin isn't uncommon. They are a people of middling height and weight, though much of the population values hard work, leading to stronger builds in general. Torian men often wear a moustache or goatee and Torian women keep their hair long, but tied back or braided.

Toria is also the native lands of the Kottur, a race of cat-like humanoids, an offshoot of the famed gryphs bred around Smithstone. The Kottur range from 5 to 7 feet tall, covered in thick fur in a variety of colours. Apart from this, there are a number of tieflings, kenku, aarakocra and a handful of other races.

Regardless of race, Torians are a practical people and value humility over overt displays of emotion. Even Torian nobility find beauty in simpler clothing designs, displaying their wealth through a few metallic pieces, subtle perfumes and colognes, and the quality of the clothing's material.

Torians also value metal, as it ties into their religion and societal skill. They typically wear or carry some small piece of metal at all times, often as jewelry, but any piece will do. The nobility often accent their clothing with metallic bracers or inlays and decorative armour, calling to their military history.

Toria has a slight division in the sexes, but they are much more egalitarian than other nations across Verramar. Though their history and religion play a part in this, the biggest reason is their Arcanic magic. A woman wearing Arc-infused armour will be every bit effective as a man, and this has lead to many female heroes and warriors across their history.

### Colours and Heraldry

The colours of Toria are twin shades of blue, one light, one dark, alongside white and silver. These are often accented by a light taupe, linked to the primary fur colour of the gryph and the Kottur.

Their primary symbol is the Silver Crown, a stylized version of the Crown the ruler of Toria wears. In addition, much of their symbolism features claw-tipped wings and eagle faces, after the gryphons the nobility and soldiers ride.

### Hierarchy

Broadly speaking, Toria is a feudal society. The Torian Crownbearer, sometimes called a King or Queen, is served by the Barons of each Canton, who each have various Lords and Ladies below them, down to city and town lords. Each city lord will control one or handful of villages, hamplets and towns, ruling the lives of the peasants and tradespeople within them.

The exception to this rule are the Arcanists. In general, most sit at the same rank as a city lord, with the most skilled Arcanists holding rank and reputation roughly equal to a Baron, without the responsibility of rule.

### Militarism

Toria has a proud and upstanding military history, though not one born from conquest, but defense. Especially since the Splintering War, many Torians train to fight with hopes of joining the Gleaming Guard, the primary infantry of the realm. The most admirable quality within the Torian military is the ability to protect those incapable of protecting themselves, rather than the thrill of battle.

In some Cantons, Crenlot in particular, much of the population undergoes some kind of military service when they turn eighteen, typically for a period of a year. While this is mostly young men, skilled women are also accepted.

### Religion

The Torian State religion is known as Turinism, with much of the population worshipping the five deities of the Steel Pantheon. Depending on their location and profession, this worship will be more or less focused on a single member of the five. The majority of the worship is spread by the Mediators, the priesthood of the realm.

The Turin church, while influential, is not terribly politically powerful. Each Mediators serve their local ruler, and operate within the feudal system, not outside of it. Generally speaking, most Torians aren't deeply devout, or perform regular religious ceremonies outside of specific holidays. This is more a gesture of their practical mindset - Torians believe their deities can see their actions always, so working hard for a common good is seen as a form of worship.

The only form of religious expression shared by all Torians is the carrying of metal. It matters little what kind, but it's seen as a form of silent thanks to the Five.

### Language and Writing

The Torian language is derived from the Cathan language, the predecessor to modern day Canaren. This makes the two languages somewhat similar, allowing for educated individuals to learn them with relative ease.

Due to the nature of Arcanism and religious belief, public distribution of the written word has been ongoing for many years within Toria. This means most of the population, even poorer peasants, have a basic understanding of reading and writing, though verbal storytelling and singing is also popular.

It should be noted that the Torian writing system and the Arcs are similar, but distinctly different.

## Magic System

### Arcanism

Toria's primary magic system is known as Arcanism, or the language of the Arcs. Those that practice the magic are known as Arcanists in formal circles. Arcanism is incredibly versatile, able to enhance the natural bearing or function of nearly any object, making it many times more effective or efficient than it would be otherwise. The Arcs draw from the raw power of Uuraia, often called the Unseen or Ethereal Flame.

Though its knowledge has reached all parts of society, its specifics are understood only partially due to two factors; the difficulty in learning the Arcs, and the material needed to draw them effectively. This material, Purium, is used to create Stilpens; the drawing tool the Arcanists use. Stilpens are difficult to manufacture, and Purium itself is quite expensive. However, the possibility of learning is still accessible to anyone with the means or talent.

Most Arcanists are based in and around Hewland and the northwestern region of Wilkershire; around Middencrest. From here, they are sent across Toria where they are either needed, or wish to travel too.

### Natural Casting

Toria is also home to a few natural magic casters, those that draw upon the raw power of Uuraia directly without shaping its energy through the Arcs themselves. In essence, natural casters 'rip' a piece of Uuraia from the other plane, bringing it within the Material Plane and manipulate it from there. Doing this can generate more raw power, but can also lead to strange or harmful side effects.

Natural casting is quite rare, not least because it can only be taught master-apprentice style, rather than formal schooling. It also requires a natural talent not all possess. Elves and Half-Elves are more gifted in this regard, but the skill is still uncommon.

Most Torians wear white and dark blue outfits to match their national theme, with accents of light taupe, cyan and gleaming steel. Their clothes tend towards practicality over aesthetic, with plenty of coats, trousers and loose shirts being common.

National Emblem: Silver crown over national colours

Cantons:

The Kingdom of Toria is divided into large regions known as Cantons, and each Canton essentially operates as an extension of the will of the King or Queen. The Cantons of Toria are far more unified than the Fiefdoms of Canares; their closest neighbour in terms of location and power, and this has led to a stronger society that has managed to keep the advances of the Empire at bay.

Hewenhall

The birthplace of the Kingdom, Hewenhall stands on the western edge of Toria and acts as the seat of power throughout the kingdom. It is here where the lords and ladies of the court make their home, and where the vast ranks of soldiers (the Gleaming Guard) for the Kingdom are trained.

Hewenhall is a verdant and fertile landscape that produces plenty of food for the kingdom. The capital shares the name of the Canton, and is a colossal city roughly a third larger than the city of Prenmane. Being a port city, Hewenhall is filled with a mixture of ancient nobility and international blood, and is famed throughout the land for its discipline and organised layout.

The vast University of Ondar also resides within the walls, training men in the ways of enchantment magic and raising the reputation of the Kingdom as one of great scholarship and learning. It is also home to the Kingdom’s many shipyards and naval fleet.

Wilkershire

The Canton known as Wilkershire is the true agricultural juggernaut for the Kingdom, producing crops and raising animals all across its wide plains, broken only by the Spine Mountain Range. Wilkershire is a relatively peaceful Canton, and houses many craft houses and smaller cities within its borders.

The two most prominent cities of Wilkershire is Summer’s Port and Middencrest. Summer’s Port is a port city which focuses heavily on exporting and transporting the goods of the region, whilst Middencrest is the cultural capital of Wilkershire. Famed for its artistic merit and beauty, Middencrest is a gem within Toria, though its walls are deceptively strong.

Middencrest is also the home of many of the armourers and swordsmiths that provide Toria with the legendary steel that their nation is well known for.

Smithstone

Across the mountains of the Bonebreaker lies the Canton of Smithstone, a rocky hardy land of vital importance to the Kingdom. Smithstone is home to Toria’s deep mines, drawing up the raw materials needed to craft the spring steel that the nation relies so heavily on.

Much of this metal is processed in the Canton itself, and the winds of Smithstone sing with the sounds of hammer on anvil. Great forges litter the hills and cliffs, sending their polished steel to Wilkershire to be crafted into many things.

Smithstone is also the ancestral home of the griffons, and the great beasts that bear the war-masters of Toria are still bred there to this day. The various hybrids, like the Demigryphs, are also raised in Smithstone’s mountains, particularly within the mountainous capital of Gryphmire.

Loland

The Canton of Loland is the most removed region from Toria’s capital, and the warmest Canton by far. Various fruits and animals are raised here and shipped throughout the kingdom, and it is a popular travel destination for the Torian nobility.

However, Loland has garnered a slightly sour reputation in recent years, due to its many port cities and the underground dealings that have perforated the region. Certain thieves’ guilds have made their home within the Canton, though they are mostly corralled by the Gleaming Guard.

Loland’s capital is Donsbar, a city made of gilded sandstone and white marble towers, etched with Torian colours. Its main keep is the Donjon, a highwalled bastion of defence capped in blue tiles. Though the Canton itself may have a lower reputation, Donsbar itself has been stalwart at squashing out injustice within its own borders.

## State Religion

The primary worship of Toria is known as the Steel Pantheon, a group of six prime deities and several smaller beings of worship. The church is heavily linked to the government but is less invasive than some other regions.

Most Torians tend to worship one of the prime deities, specifically the one that relates most to what they do or need in life.

### The Ore

The father and creator god of the Torian religion. He is the god of rock, water, soil and plants. The natural things born of the planet itself. Those that worship the Ore are those that place their faith in solid things and wish to remain grounded, steadfast and strong.

### The Delver

The Delver is the oldest son of the Ore. He is known for his long beard and ethereal pickaxe. He is the god of seeking and finding. Those that worship the Delver are those seeking something within their life, whether it be a change, a life dream or a goal of some kind. Those intent to place effort into a search.

### The Smith

The Smith is the second son of the Ore. He is known for his bald head and large hammer. He is the god of the Forge, crafting the weapons of his brethren. Those that worship the Smith are those wanting to better themselves and improve their own situation – to strengthen and shape their lives as one would a sword.

### The Artisan

The Artisan is the daughter of the Ore. She is known for her long silver hair and etching tool. The Artisan is the goddess of creation and refinement. Those that follow her are those that strive for perfection and polishing/ improving themselves through diligence and practice. She is also the goddess of the arcane.

### The Guard

The Guard is the youngest child of the Ore. He is known for his full plated armour and tall figure. The Guard is the god of honour, protection and warfare. Those that follow him are those seeking to protect others or an ideal they hold dear.

### The Marred

The wife of the Ore, who acts as his opposite. She is the goddess of destruction, of ruin and disaster. She is currently imprisoned in the heavens, only showing her face when the Ore sleeps. Most curse her name as the one behind unfairness and injustices within the world.

### Other Legends

There are many tales of Avatars of the Pantheon. One of these is the Brightwalker, a mythological folk hero regarded who was said to carry the powers of the Pantheon itself. There was also Henry Stonehand, another hero said to swim through rock as if it were water.

## Currency

Toria uses the Torian Crown as its primary currency, or simply “crowns”. These coins range in denomination in units of ten. Clipped crowns or ‘clips’ are the smallest. Ten clips make a ‘charge’ and ten charges make a crown. Clips are made of copper, charges of iron and crowns of gold or Purestil.

## Purestil

Purestil is the lifeblood of Toria. It is one of its most valued exports and resources and is prized highly among many of Toria’s upper circles. Despite the name, Purestil isn’t really steel, though it is metal. Found in plentiful amounts throughout the Backbreaker Mountains throughout Smithston, Purestil is a naturally occurring metal of a light blue colour that gleams when polished.

It is magically resonate and, so long as it is forged correctly, responds extremely well to arcs engraved upon it. When made into armour, Purestil is stronger and lighter than its counterparts.

Members of the Gleaming Guard all carry a weapon made of Purestil, and most have armour crafted out of it as well. This makes the Torian military unbelievably resilient per soldier, and its military traditions only emphasize that.

Though in high demand and only found in Toria proper, Purestil is not exceptionally rare; just harder to mine. It has been engraved into Torian life for millennia, and even the most rural town or village will have a Purestil axe or sword hanging above a door.

Purestil does become rarer when made into rods used specifically for arcs. These Stilpens must be very specifically made and machined to ensure correct diameter for etching arcs. Outside of cities or large town centers, they are as rare as the arcanists themselves.

## Regions

### Wilkershire

-         Middencrest

-         Farshear

-         Hendenn

-         Devon's Fall: Small farming town in the middle of Wilkershire. Named after the spot where a messenger delivered a map outlining troop movements in the First Canaran War, who died of exhaustion soon after.

-         Olminster: A town of clean grandeur and high-level schooling. A fine university sits within its walls, and there is an extremely low crime rate throughout.

### Smithston

-         Roshurst

-         Gal Borim

-         Nelmir

-         Ruinfell

-         Forgefar

-         Luckrun

-         Beak’s Ridge

-         Madgate

### Loland

-         Blikview

-         Dredge

-         Serpenbrook

-         Shepperton

-         Pontybridge

-         Aeston

-         Ardglass

-         Coalmont

Reason for party travel

Fake reason: To unify Toria and inform the populace that the Brightwalker is real and capable of repelling the Cursed Ones whenever they appear. To quell rumours and to not be too intimidating while doing so. It also evolves into letting Canares know as well, with the eventual goal of informing the Emperor.

Real reason: to unify Toria under a common enemy and encourage them that the crown is powerful and has powerful allies. To squash rumours of rebellion and bolster the smaller factions under the crown. It’s also to show how powerful the group is, using staged bandits and supposed Cursed Ones orchestrated by the Crown itself. It’s also to sow some dissent within Canares, showcasing the power Toria has.

Nera motivation: Mystery involving the conspiracy being operated by the Torian crown to maintain power in the region and to stand against Canares moving forward. Nera is kind, creative and a book-minded person, but has an issue with over-confidence and getting into situations without fully thinking them through. She is more extroverted than introverted and hasn’t had much in the way of life experience, though she wants that.

Conspiracy between Toria and Canares governments. They are intentionally misleading the populace in order to generate fear and strengthen the faith in their leadership.

Song:

My friends, it has come to my attention

There’s people in this world who are lost

They’re stumbling around without direction

And wondering if their life is worth the cost.

My friends, it has come to my attention

This road that we’re walking isn’t fair.

Spending all our days without connection

Saddened as we gobble up the air.

Hey, listen to my song and lift your glasses high!

Each of us is living, and all of us will die!

So, enjoy every day you’ve got until you run ‘em dry

And if someone tells you different

Give them a Torian Goodbye.

Magical Resonance is a term given to items, objects or minerals that naturally store or react to innate Verramar magics. There is little in the way of which objects will be infused, save that they will all be found within a similar region to each other.

### Purestil

Torian Purestil is one of the better-known objects of magical resonance. The ore is unnaturally strong despite its low relative mass and reacts to Torian arcs which extreme effectiveness, draining less of the Arcanist than usual.

### Idion Feathers

The feathers of the various birds across the Idion Isles are another well known magical resonant object. Though the birds themselves don’t appear to be magical, once a feather is dropped (not plucked) they seem to store a lot of latent magical reserve or potential.

Torain Runes – Elemental in base,

Solid (Earth), Liquid (Water), Air (Gas) and Fire (Plasma)

the strong force, the weak force, the electromagnetic force, and the gravitational force.

Gravity, friction, strength/ rigidity, density, mass, velocity, temperature, surface area, inertia, momentum, time, space.

Example - Solid: Rigidity x2 + Gravity/2.

               Gas: DensityX4000 w/ Cylinder r=50cm,h=2cm + Weight=0. Link to arm.

Gas: DensityX4000 w/ Area

Purstil Arcpen’s have strikers on one end. To finish a phrase, it must be struck once with the striker. Only Purestil weapons, armour or tools can hold multiple phrases, as many as can fit, and have a near infinite amount of potential.

1 gram of Purstil can write about 100 characters.

Purestil Stilpens are the basis of the Torian magic system.

Limitations: The magic itself is heavily limited by knowledge, discipline, perception and accuracy. The Arcs of Old are ancient runic symbols that can accomplish most anything if given the proper phrase and placed in the right sequence. However, these Arcs strive for accuracy above all else – the more accurate the symbols, the better the effect.

To draw an Arc, an Arcanist must use a Stilpen – a focus pencil constructed entirely of Pureium. They appear as small hammers with a pointed end. Like a normal pencil or quill, the Stilpen uses up its reserve of Pureium over time and will eventually need replacing.

Arcs are best drawn on solid objects, where accuracy can be better achieved. The first Arc in a sequence must always be one of the three binding Arcs (Solid, Liquid, Gas) which denotes the material being inscribed upon. Next, the area of effect must be specified. This is easiest with solid objects, as the area will always be the entirety of the object unless otherwise specified.

Liquids are easy in small amounts, such as those within a container, but in large bodies the area must be drawn using the Stilpen. When scribing on gases (typically air) the area will always be drawn.

From here, the Arcs can be specified as an Arcanic Infusion; imbuing the area with a specialized effect. These infusions can vary greatly, but the most common is enhancing an attribute already within the material. An example could be increasing the loadbearing nature of a stone by a factor of two, doubling its ability to withstand force without increasing its mass.

The greater the change from an object or an area’s base form, the more accurate the Arcs must be for the change to remain potent. Otherwise, the Infusion’s effect will be very weak or fizzle completely. Any Infusion can be dispelled by the Arcanist who first drew it, or by forcibly destroying the area. In addition, their effect upon an item will remain permanent so long as the Arcs are surrounded by a straightedged border. Otherwise, they will fizzle at random.

Once the Infusion or Phrase is complete, the Arcanist must strike the last Arc they drew with the small hammerhead built into the base of the Stilpen. This locks the Infusion and allows the effect to begin as specified.

Arcs are powerful, but they cannot affect living material like humans, animals or plants. The reasoning for this is a matter of psychological debate, but generally comes back to the fact that living things will naturally grow, thus an Infusion can never create a permanent effect.

Arcs are capable of transforming objects or areas into different states of matter, but it requires a high level of accuracy and Pureium to do so. The Arc for ‘Become’ (as in *Area*- Become Gold) is difficult to master and takes time to draw correctly.

Accuracy is paramount for Arcs to work directly as intended, but high levels of accuracy are only strictly necessary for a permanent change to maintain itself. It is also more paramount within solid objects, rather than liquid or gases.

The Perceptive Outcome of the Arcanist is also of high import, as it directs the flow of the Arcs to match what the Arcanist is trying to accomplish. For example, the Arc for ‘Strengthen’ could mean different things for different materials or situations. As always though, the more detail or accurate the infusion, the more solid and stable the final effect.

Infusions can also be involved with activation Arcs that will only activate the effect when tapped with something living (usually bare skin) or with Pureium.

Most common Arcanic Infusions:

[***Solid**: Standard Area. Double Edge Retention*] Most commonly used on bladed weapons or tools – permanently increases the effectiveness of the edge, maintaining sharpness for longer.

[***Solid**: Standard Area. Double Load Capacity*] Commonly used on stone or marble to hold greater mass on thinner columns.

[***Solid**: Standard Area. Float Twenty Feet Above Ground*] Difficult Infusion, but frequently used in the famed Levitowers of Hewenholde.

[***Solid**: Standard Area. Float upward Thirty Feet upon Activation, then Return*] Difficult Infusion, but frequently used as a floating platform to ascend and descend from higher levels.

[***Solid**: Selected Area. Repel all attacks*] Renowned Infusions built into the walls of Hewenholde

[***Solid**: Selected Area. Glow with the Light of Ten Candles]* Infusions built into the streetlights of many wealthy Torian cities. Illumination effected somewhat by perception.

[***Liquid**: Selected Area. Purify for Human Consumption*] Cleanses the liquid (often pond water) so that humans can drink it safely.

(***Gas**: Selected Area, 2mm thick. Increase Density 4000 times. Link to left arm*) An arcane shield constructed by giving air the density of stone. Difficult to produce quickly, but useful for Arcanists caught in battle.

(Gas: Selected Area. Gust Forward greatly) Produces a great wind to rebel enemies backward. Also used to power windmills in wealthy areas.

Plasma generation, such as fire, is extremely complicated to do within itself.

How does this work?

Energy cannot be created or destroyed, only transferred from one form to another. Therefore, where is this energy coming from? Upon creating an Infusion, if additional energy or mass is required, it is drawn from the Ethereal Realm to create and maintain the effect. This energy or mass is kept and locked by the Arc itself – it cannot be removed unless specified.

Example: Changing a block of lead to a block of gold will yield a block of gold. Break a piece off though and it returns to lead, no longer affected by the Infusion.