Eternia

The world in which the story takes place, a Universe that most scholars agree was formed by the Creator and the Divine Spirits. While the amount of realms is unknown, two is the absolute minimum, the physical plane, detailed below, and the Spirit World. Religious scripture from around the world often depicts the Angels teaching humans about a third realm, a heaven called Avalon.

Much of the world is still unexplored. Tales of far off mysteries are also common- from the hellplane of Diyu to the endless Great White beyond the borders of Felera.

Universe
''This is based on research from an in-character perspective and is largely accepted to be fact throughout the world, though it varies from culture to culture. ''

Eternia
The world in which the events of the game take place. Much of the planet is still unexplored, tales of far off mysterious and exotic lands are common- from the hellplane of Diyu to the endless Great White beyond the borders of Felera. (OOC: It's estimated to be between 1.5x to 2x the size of our own world)

Purgatory
The bottom plane of the spirit world. Near-death experiences often involve a short peak into this plane, and it's described as a boundless, dimly lit area that has no walls or ceiling and likely stretches for miles. Distant stars surround the realm.

Immediately after death, a strong essence might dwell here, reflecting on their life. Notably, a silent skeletal figure appears and stretches out his hand once the person is ready to move on, escorting them elsewhere. They'll either rejoin their soul within an astral plane, or continue to the spirit world.

If an essence returns to the living realm after a lengthy stay in purgatory, their memories there will be foggy, like a clouded dream. They might recall shapes, faces, and feelings, but they won't remember precise conversations, for example.

Spirit World
Essences that did not desire to move on, perhaps due to regrets in their life, often end up here. What makes a spirit distinct is their inability to change- they can only reflect.

Astral Plane
Where an essence rejoins their soul, preparing for a new life. These are the stars in the sky. There are thousands of them. They might recall shapes, faces, and feelings, but not precise conversations.

The Void
A unique astral plane of chaos and instability.

Valmasia
Defined by its close relationship with the Angels from the start of the Divine War and beyond, Valmasia's history is one of intense conflict with two ideas fighting for dominance over the centuries: the Krausite religion, scripture detailing the exchanges between priests and Angels, and Azraelism, the worship of Azrael and the pursuit of conquering mortality, necromancy. As of 1410AC, Azraelite reign has maintained a steady hold of the country for over four centuries, led by a triumvirate of three powerful entities: the Supreme Lich, the Dreamer, and the Storm God Focalar.

Valmasia has enjoyed lasting prosperity under the rule of the triumvirate, having conquered several countries in the Continent of Britannia, enriching itself. The majority of Valmasians have a nationalistic mindset and are loyal to the Alliance, though there are rebel groups that disavow Azraelism. The nation is a well oiled war machine, with every citizen playing its part in the conquest and colonization of foreign countries.

The country is known for its advances in medicine and surgical procedures. Those able are willing to travel thousands of miles for the enhanced treatment that Valmasia offers, from organ transplants to natural enhancements to ensure a healthy, long-lived life. Despite their advances in the medical field, the open pursuit of necromancy--which the Alliance credits to its ability to combat disease-- and expansionism through warfare, has many world powers, such as Jianghu, Elsyrea, and Uray, in agreement that Valmasia is the largest threat to stability in the world.

The percentage of magi within Valmasia is exceptionally high. Long lasting conflict and divine influence has established bloodlines that maintain potent magic. While ethnicity varies within Valmasia, inhabitants are typically caucisan. Landmarks include the Skytower, a tall structure off the coast of the capital, Alteros, where the triumvirate are said to reside. Dragon's Peak, once a city of Valmasian Drakanites, destroyed during the Conquests of the Alliance, the ruins and tall, splintered rocks now where the dragons reside. The Whispering Willows was also a consequence of the war, once known as Tilandre.

Timeline

 * 101AC: Much of the early history is unknown due to the catastrophic Divine Wars. There's a reference to the Treaty of Life in the Book of Kraus, however: Malziel's expression softened, though the intensity lingered in his eyes. "Your people were one of the few to put aside their differences and join to say 'we don't believe murder can be so easily jusified'," the flames that danced on his blade faded as he slid it back into the scabbard, "At a time where we didn't know whether humanity would descend to the likes of Akuma, it was relieving to find humans willing to settle on a code, on an oath, that they would abide by. As we had done to preserve our wings."
 * 290AC - 301AC, Mordred's Descent: Mordred the Perfect passes the peace barrier and attacks the borderlands of Valmasia, after spending many years infilitrating the country, enthralling Occultists from a distance. Prior to this, Arthor Pendragon was bestowed Excalibur by the Angels, giving Valmasia a means to defend themselves against what was to come. Making his intent to devour the country clear, Mordred first destroys the City of Mefarn, cursing it as the Deadlands. Multiple battles follow until Arthor eventually manages to fell the Perfect with the aid of the Roundtable Knights, but at the cost of his own life.
 * 360AC - 505AC, Order of Light and Tenebris Aurora: Despite the death of Arthor, the Order remained strong, maintaining peace within Valmasia. However, the remnants of Tenebris Aurora, Mordred's followers, eventually take the city of Nostvale for themselves, resurging as a threat. While the Order of Light maintains control of the country, they are unable to reclaim Nostvale. The standstill that had lasted for one hundred and fourty years comes to a chaotic end when the Order of Light's Paladin, Celeste Brighton, is assassinated, and the forces of Tenebris are victorious in the Battle of 500. The victory was short-lived however, as Ro'tro, the newly ascended High King, would succumb to the curse of Durendal.
 * 527AC - 740AC, Melym Dynasty: Seraphiel Melym I, the ruler of the pirate city Tilandre, wages a war to become High King, eventually succeeding. The two centuries that follow, with the exception of supernatural threats, are relatively stable.


 * 742 - 823AC, Fall of a Dyntasy, The Crowns of Power:
 * 823AC - 1400AC, Age of Azraelism: A series of wars. For a full overview, written by modern scribes, see the History of the Alliance.
 * 1400AC - Current: Valmasia has conquered six minor countries, and has a strong alliance with the great countries of Felera and Taldara. As far as the public are aware, they've unsealed three of Azrael's Angels thus far, including Focalar. They're at war with Uray, Rancet, Brokash, and Elsyrea.

Uray
A nation known by its worship of the Sacred Gods, a pantheon of sixteen spiritlords that dwell within the spiritual plane and act as the protectors of the realm. The Sacred Knights draw their power from them directly, in exchange for their faith and servitude, under the belief that they'll join them in the afterlife.

Rancet
A small country that neighbours Uray. The inhabitants of Rancet typically lack potency in magic, but they have a long history of studying the timestream and are adept with runewriting of the kind. The Allseers in particular are renown for their ability to predict future events and provide accurate fortunes. They're detached from their sense of self, acting as a vessel for the timestream, and through a ritual rite, lose the ability to see physically.

They're allied to Uray. In exchange for protection and trade, the Allseers act as advisors to the Urayans.

Vanirhalla
Composed of several clans, the Vanirhallans are hunters and gatherers as well as raiders. They travel the sea and raid the shores of foreign countries in the western region, as well as the neighboring territories controlled by Elsyrea.

Elsyrea
Since the War of 1200, Elsyrea have been isolationists. Immigrating from a foreign country is illegal, though traders are given temporary access. The Walls of Erda that surround the city and dark blue and reach over 500 feet, by far the tallest in Brittania by a large margin, and perhaps the world.

The white-winged half-angel Celze Greceran is the Queen, and is said to have received dozens of marriage proposals from Lords of Uray, Felera, and Vanirhalla, all of which were rejected. She has wavy black hair and wields the Trident Neptune that can conjure storms. The army of Elsyrea are the Brethren of The Tempest, known throughout Brittania as a capable force that has beaten back the Vanirhallian raiders time and time again. They wear baggy, flamboyant cloth, with feathered hats.

Aspiring knights will join the academy at an early age, and train for a period of four years. Promising students are usually selected by a Master of the Tempest as an apprentice, and if they complete their apprenticeship, they're inducted into the elite squadrons of the Brethren. Others typically enroll in public services, such as the police, fire fighters, or standing army. The Brethren teaches a number of fighting styles, like the refined and precise Veda Fencing, or the defensive approach of Erda's stature.

In 1440AC, a small group of Elsyreans were sent to Agartha, including the Queen's nephew, escorted by hired Vashrana merchants that double-crossed them on arrival. Roughly twenty of the Elsyreans survived and managed to find Caprise Greceran, and Atro, in the Cruxati settlement, where they now dwell within the Temple of the Arcane.

Dyserth
The Kingdom of Dyserth was founded in the late 900s, when a sect of the Brethren of the Storm became more militant and were exiled for what the councilmen viewed as a history of extremist actions. The knights founded a new land to the west, and called themselves the Goldcloak Brotherhood. They're much more hardline and aggressive than their Elsyrean neighbours, purging corruption by any means necessary: villages are razed and the lands are salted, torture chambers are used to extract information from unwilling tongues, and repetance for sin often involves physical punishments.

Members in the Brotherhood start with a blue cloak. Once they've killed at least five demons, they may wear a redcloak, and if they fell a kaor in single combat, the goldcloak is permitted.

Citizens of Dyserth tend to be stern, hardy, and straightforward. The rough conditions they live in (where they're surrounded by enemy nations) makes them quite cautious and untrusting, though they value teamwork and loyalty as important virtues.

Felera
Ruled by the Ice Queen Deirdre, supposedly a lich, Felera is a country strife with turmoil since time immemorial. While vast, powerful, and with access to cavern mines that stretch endlessly with resources, life there is harsh and ruthless, and it has been mostly isolationist until recently.

The natives are at varying heights, but their skin is usually pale, with lighter hair, depending on whether said person comes from the northern, chilly, mountainous parts or from the warmer, albeit still cold, southern area that houses the majority of Feleran population, having most of the towns and villages located there.

Usurg
A country conquered by Valmasia in 1328AC. The natives are tall and slender, with blonde or brown hair. Usurg is famous for its wine production, highly desired and traded throughout Britannia. The summers in Usurg are long and it's a vacation hotspot for rich Valmasian nobles.

Eshor
An exotic land to the far west of Valmasia that was conquered by the Azraelite Alliance in 1350AC. Not much is known about the country, save for what the soldiers stationed there say. The natives are said to have dark skin, unnaturally large, wide eyes, and curly blue hair. Eshorians believe the world is flat, as no one is believed to have made it back after travelling west.

Vashrana
Vashranans made themselves known as elegant killers, wielding curved blades and cloaking themselves in light leathers rather than heavy armor. Like others in the mediterranean region, their skin is olive and smooth, with the average male at 5'8". It was originally a small country, but rose to prominence in the 400s under the leadership of Sultana Niyusha Ginwala, expanding its borders: conquering Shya and Ashrax. This Vashrana Invasions led to Taldara, the other major power in the region, introducing sweeping reforms to militarize its people to protect against the threat of an expanding Vashrana.
 * Vashranan names are exotic but typically have minimal syllables. Common names include: Nasih, Rahbar, Buksh, Lailiya, Shaya, Lohrah.
 * The capital of Vashrana is Nibanah. The Immortals reside here, a royal guard never numbering over a thousand that are trained in the art of serpent magic, allowing the Vashrana to employ deadly poisons and rituals, such as conjuring snakes. They're said to have never lost a single battle against the enemy. However, their lack of losses is likely due to the fact that they're very rarely ordered to fight outside of the capital, strictly acting as guards and protection against would-be assassins.
 * The royal family are known to use basilisks as their familiars, a legendary serpent that can paralyze with a single touch. The Trial of Snakes: The crowning ceremony of the Sultan involves an elaborate festival where the potential ruler has to face off against a basilisk directly, and manage to subdue it without killing the creature, the latter a difficult feat alone. Over half of the Sultans have failed to do so, succumbing to defeat and typically death.
 * The ruler of Vasharana is referred to as the Sultan (male) or Sultana (female).
 * They refer to the Yokai as Daeva. While wary of the danger that the Daeva pose, Vashranas have a history of working alongside them for mutual gain, and they even have a city allocated to them which was rewarded by the Sultana Niyusha, forbidding any human from ever entering there. Azer, who made the pact, has resided there for close to two centuries.
 * They're not particularly social, and words themselves have no weight to the Vashranan. A Vashranan always require proof of loyalty... before someone swears to a cause, they must first prove themselves beyond doubt. Oral contracts were made illegal following the death of the beloved Sultan Zia Ginwala, led into an ambush by the once-allied country Shirashan, which was then erased from the map by the successor. All contracts or agreements that are considered legally binding require both parties to put something of equal worth at stake.

Gehenna
The continent of Gehenna is composed of mostly jungle, with a large stretch of desert to the south-west that Sarradia occupies. It is very hot and humid, and despite being fertile, the jungle is dangerous and unpredictable, dominated by apex predators that even the magi fear. Given the size of Gehenna and the history as a battlezone for most of the Divine War, much of the land has yet to be explored.

The joint expedition to the New World was agreed on by three Great Tribes: The Tribe of Atl, Ezmara, and the Cruxati. Several smaller tribes were also invited to join, in possibly the largest alliance of Gehennans in the history of the continent. With a force of a hundred thousand strong, they raided Sarradia, ransacking city after city, making their way to the ports. They stole fifteen Sarradian Galleys and set sail for Agartha.
 * The Great Tribe Ezmara control the north, and have done so for over five hundred years. Their banner is a path with two diverging ends, colored in green and silver. They do not have a chieftain, rather the tribes under their territory elect their leaders to form a council. They're by far the most advanced in Gehenna, possessing great towering siege weapons that can launch acid capable of melting even enchanted walls, and their cities have stood for centuries. Ezmara's greatest siege weapon was a moving fortress-like structure that floated a few inches off of the ground, with a large 'tunnel' that spat out beams of fire, called the Maw of Cihuatl. The prominent religion in Ezmara is The Trial. The majority of Viper-Drakanites live within Ezmara.
 * The Great Tribe Atl control most of the east, and are relatively new, rising to power in the past century. Their banner is light brown, with a bleeding eye. They practice ritualistic cannibalism, and their religion is The Way of Blood, though Tocathianism is also widely accepted. Every three years Atl hosts a festival, The Battle of Champions, where the chieftains invite the other tribes to send a champion of choice and to also spectate, without the threat of an ambush (which would be viewed as cowardly). All participants do so knowing that if they lose, they'll be sacrificed to the wraiths of the land. The victor is given prize money and their tribe is sent a thousand slaves.
 * The Great Tribe Cruxati dominate southern Gehenna, and came into power after defeating and conquering the Great Tribe Tocath in the 1100s, in the War of Wraiths. Their banner is gold, with a panther face that has green, jewelled eyes. Their people claim descendancy from one of the Three Great Warlords. They continued the heritage of Tocathianism within the region. Cruxati is one of the few tribes that maintained good relations with the Sarradians, trading with them, and this was believed to be one of the main reasons why the joint expedition to the New World took so long, but they eventually sided with the other two tribes and raided the eastern lands for their ships. Nagual, the jaguar-like people of Ixchel, are common in the south, with entire tribes populated with them.

Appearance
The inhabitants are typically ebony-skinned with blue, silver, or brown eyes. They usually wear loose white tunics, with the wealthy including elaborate jewellry as a show of status.

Culture
While culture varies between tribes, as there's dozens of prominent ones throughout the land, Gehennans always agree on one thing: only slaves kneel. Other similarities including the practice of ritualistic blood sacrifice throughout the religions, and a 'might makes right' mindset, where power and persistence tends to overrule law.

Sarradia
A vast desert where the Sarradians dwell, a peaceful but endurant people. They've maintained their borders against the raiding Gehennans but often have to tempt them away with bribes of precious gemstones. Sarradians fashion themselves in colorful garments that tend to expose skin. Sarradians claim to have been made by the Angel Vidrio after she witnessed the brutality of man, and took inspiration in nature to establish a cousin for them. Much gentler than their Gehennan counterparts, the average Sarradian man stands at 5'5" and weighs only 140lbs.

Jianghu
The dominant power within the Continent of Sheng, which took forward the Era of Unification under the rule of The Emperor. Jianghu is something of a utopia in the region, with towering walls and immaculate architecture. With the peace and prosperity, Sheng has accomplished much as a continent- living standards are generally high, and education and infrastructure are priorities. Timeline
 * 151: In the second Divine War, Jianghu fought alongside the Final Alliance.
 * 155: Jianghu's forces, supported by The Blue Isles and Izhura's samurai, retake Kunlun Mountain. Under the command of the soon-to-be Emperor, Jianghu is enriched by the newly formed gold of the mountain.Apela the Great contested control of the mountain, claiming it was nearer to Herizu. The Emperor negotiates in private and for a portion of the gold, Apela agrees to support his campaign to become The Elected of Jianghu.
 * 158: The Emperor becomes The Elected, and rules as such for eleven terms.
 * 249: The Emperor is granted complete authority as the War of a Million approaches.

Yurhira
Prior to the Emperor's conquest of Sheng, Yurhira was populated by horse-mounted nomadic peoples who roamed the land in tribes that numbered in the thousands. They often raided and ransacked the cities of Sheng. They were described as barbarians by the other powers in the region, with wild fiery hair and an uncivilized culture. In the modern era, the only nomadic people in the region are bandits or rebels.

Izhura
A small island country. It's governed by the Imperial Dynasty of Kogyoku, and the samurai are their sworn swords.

Herizu
Bordering on the edge of the continent, the islanders are renown for their prized goldwood that's said to make excellent bows. Natives of Herizu typically have dark skin, green or blue eyes, and are tallest ethnicity within the Sheng continent. Many capable sailors have been produced from within, and they provide the bulk of the Imperial Kingdom's fleet.

Xuantong
The southern region, bordering the hot, volcanic land of Diyu, referred to as 'where the sun sets' by northern peoples. The cities of Xuantong are the poorest, as the soil isn't as fertile as the rest of the continent, and they contend against Hiruzu's monopoly on the fishing trade. They trade minerals in exchange for grains, but their discontent has been made clear in several uprisings, earning them the ire of opposing countries.