I suppose that’s the right word. Empire has evil connotations but it doesn’t in that world. To the ruling powers anyway ;)
City Magnificent-- a world that’s homogeneous, a world that’s made up of one city. It’s built on one continent. Most of it is only 200 years old (vs. millennia of Royal rule), rebuilt after the war, glistening, shiny, spectacular. Then there is the Old City, the part that wasn’t destroyed by the war, where the only remaining Spire stands, reaching to the heavens. The Royalty and Nobility reside here. Then there is Quarantine, where criminals and dissidents are kept. And Desolation, a vast tract of barren ground, ash and ruins, kept to remind us of the destruction of war, and of the cost of peace....
Abyss--oldest part of the empire. Uninhabited except for those exiled to a place worse than death for the worst crime--treason. Most of it uninhabitable, riven by volcanoes and earthquakes. The few that manage to survive eke out a subsistence on nearly barren ground.
Ice-- an ice world. Harsh environment. Most people live in extensive underground labyrinths. They are small and tough, and are albino. They also have to deal with a Portal on their world which connects to the Conglomerate--thus they’re the front line of a sometimes cold, sometimes hot, war.
Eclipse-- a sylvan world, a moon, where one side is light, the other dark. Darkside is illuminated by glowing mushrooms, and the people are also bioluminescent. They are docile and spiritual, except for their age-old hatred of the natives of each Side.
Mirage-- a colorful, diverse world, with no single large continent. Made up of islands. Which lends itself to fragmentation rather than unified rule--thus it was the hardest of the worlds to conquer. It was the last to be conquered-- some say it never was completely. It’s inhabited by people whose skin can change color. These are further divided into strict castes according to shade-changing ability. The high caste (Marches tried to do away with caste, with mixed success) is that of the spies, who can become invisible, and some of whom form resistance groups, agitating for the lost dream of democracy....
The formations of one’s landscape are what define the physical quality of a world. At first glance, what can be seen? What is noted? What stands out? What requires a closer look to be noticed? What makes a world truly unique from others?
Asgard serves as the home realm to the reigning deities, the Aesir. Asgard is located directly above Midgard, at the center of the world. Geographically Asgard is beautiful. The flora is plentiful, but not overbearing. The rock formations all have a sort of artfulness about their placement, and the fauna are completely docile. The highlight of this realm is the castle placed in the center, surrounded by a circular hole in the realm. This hole is crossable, but only with the proper tools and magick. If one falls through this hole, they will most likely end up in Midgard... but as a corpse.
During the Magick Explosion in Midgard, the Aesir welcomed a select number of creatures into their realm. They accepted the Hydra, placing it at the foot of the Bifrost. They had to coax the Alicorn to join them, as it originally intended to head to Alfheim with its brethren, the Unicorn and Pegasus. Eventually, the wise and noble creature realized it was likely best it tried to stay on the good side of the Aesir and joined them in Asgard. The Aesir royalty ride on the backs of the Alicorns whenever they are leaving the city so that they can easily cross the hole in the realm.
Midgard, the realm of the human race, rests in the very center of the world. It consists of a vast ocean, which is littered with islands of varying sizes. These islands are ruled by the human nobility... which is vast and often wars with itself. The ocean is surrounded by a large serpent that is so long it must bite its own tail to completely encompass Midgard.
Midgard is the realm in which the Magick Explosion took place, and is home to the largest number of frightening beasts and powerful creatures. One of the island kingdoms currently uses a Minotaur to guard its people. They can be seen wandering the borders of the island. As a result of this choice, all of the towns are protected by walls and travel between towns is hazarded against unless accompanied by a group of elite militia. Another kingdom has placed a couple of Naga in their dungeon. The prisoners dropped into these dungeons are often never heard from again. The majority of Dragons still remain in Midgard, though they have taken refuge on the highest mountain peaks and in the deepest caves.
Those are just a few prime examples of the creatures inhabiting Midgard... and how the humans living with them have adapted to their presence.
Alfheim is the realm constantly lit by a soft, golden, light. The realm is physically the fullest of life. The vegetation here flourishes, and the light elves see no reason to attempt to reign it in. Nature is one with everything that resides in Alfheim.
Reserved for the light elves and placed on away by itself, this realm seldom has any visitors. The light elves themselves are receptive to visitors... but they do not encourage such things. They will share their knowledge... but they will not freely hand it out. However... they can be swayed to do so through an exhibition of either art or music. They may be borderline hermits... but they are patrons of the arts.
Because of this peaceful beauty, a few of the creatures created in Midgard when the Magic Explosion occurred have taken refuge here. These creatures are the more intelligent of the bunch. They have acquired a conscience and have been imparted a vast wisdom. A few of the creatures to escape here are Unicorns, Pegasi, Griffins, and the majestic Silver Dragons.
The realm of Muspelheim is constantly changing. The world is hot… so hot it would burn the skin and flesh right off of a human if they dared to step inside. The scenery is blackened and the sky is covered in dark smoke. Volcanoes are constantly erupting, and the vibrantly colored magma is always seeping across the ground. One look at it and many a human dubs it hell. A place where none should be able to survive, and if they do not, they are surely monsters.
The inhabitants of this realm surely fit that bill though. Lacking a soul and pumped full of magical energy, the demons that live there are nothing short of frightening.
After the Magick Explosion, a majority of the Fire Dragons fled to this realm. The heat did not affect them strongly, and they need not fear attacks from the demons as they had the humans.
Vanaheim is the home of the oldest gods known to this universe, the Vanir. It is here that they have “retired”, so to speak. These gods are experienced with the gift of foresight. They will teach it to those who come... but only after they have proven themselves worthy of such a powerful magick.
The realm is filled with climbing peaks and lush forest valleys, with a lake at the center of it all. It is in this lake that the old gods rest... and there that a summoning ritual must take place if one wishes to request a council. Those doing so must bring suitable offerings- usually a limb or even the head of one of the Aesir. The Vanir will then depart the most ancient of magicks to the adventurer.
Such a task is nearly impossible to complete, seeing as the island where the lake is located is placed in the middle of a raging sea, where deep water currents and maelstroms are always present. The sea is also constantly under attack from an intense storm. Few have ever survived to reach the island.... and even fewer have survived a meeting with the Vanir.
Jotunheim serves as the home for the Giants. This race is not exactly on friendly terms with the current powerful gods, the Aesir. This realm consists of rocks, wilderness, and dense forests. Lake and river formations are also present, and teeming with life. The Giants live off of fish that have been caught from these bodies of water, and what animals they can trap in the forest. For all its vastness, Jotunheim holds no land that is suitable for farming. The dirt is devoid of any nutrients.
When the Magick Explosion happened, Basilisks made Jotunheim their home. They entered into a never-ending fight with the Giants that occupied the realm, both battling it out for complete control. Currently, the two are at a stand-still, the Basilisks having claimed the mountain peaks, and the Giants contented to stay by the forests and water where they can feed themselves.
Niflheim, the realm of mist and fog, is arguably the coldest and darkest realm of the nine. Its shores are often covered in mist, as the temperature difference of the water meets that of the frozen tundra. Foliage is bountiful but often covered with a thick layer of frost. It is speculated that Niflheim was not always frozen over... but how exactly it reached such a state is still unknown.
How the Merfolk inhabited such a place, is merely speculation. The Merfolk that have migrated to Midgard no longer speak of their home realm... having long forgotten about it under the gentle rays of Midgard’s sun.
The Magic Explosion brought two kinds of dragons to Niflheim: the Water Dragons and the Frost Dragons. Some of the Water Dragons remained at Midgard, but when the humans started to hunt them many chose to flee instead of cowering in constant fear.
Helheim is a place devoid of light, spare a single moon that hangs in a clear ring in the sky. This moon serves one purpose: to guide the dead to the darkest depths within, where they will spend the rest of their time as spirits before they are reborn. Helheim is inhabited only by the souls of the dead and two gatekeepers, both statues that have been brought to life. Anyone who ventures into this realm with the breath of life still in them will perish within seconds.
Svartalfheim, the realm of the dwarves, is dark and full of caverns. The dwarves that live here are miners and metal workers. They have extremely good vision... though if they leave for the surface they are instantly, and permanently, blinded by the brightness.
It is here, in the realm of the dwarves, that all the other races tend to seek out weapons. The dwarven craftsmanship is not revered without just cause.
After the Magick Explosion, the dwarves allowed the Earth Dragons to live with them in their mighty tunnels. These dragons have settled in quite peacefully with the jolly metalsmiths. The two have come to a sort of agreement, and cohabitation has never been easier.
New Lady World is one of the more unique World designs. It consists of multiple floating islands. The lower you go down, the more delusions you experience. New Lady lives on the very top continent, so the wealthier and higher class live on the upper continents below her.
From my files. Rubin Museum NYC. The millions of lives and stories told on the paintings while the Devils eat the world.
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“I have found, in short, from reading my own writing, that my subject in fiction is the action of grace in territory largely held by the devil.
I have also found that what I write is read by an audience which puts little stock either in grace or the devil. You discover your audience at the same time and in the same way that you discover your subject, but it is an added blow.”
― Flannery O'Connor, Mystery and Manners: Occasional Prose