This is where I will be posting drafts and upcoming content for my worldbuilding project known as Wanderer's Tale.
Wanderer's Tale is a fantasy world that primarily focuses on the tropical region of Ikune in which a wide variety of species lives as neighbors with each other despite the tensions it might rise.
I use this world both to write but also as the setting of my stories and games, with the current big story within the setting being the Koru of Kiahilani.
My stories as well as the rest of the world building I do can be found over at World Anvil.
For some time I have been working on a world map, and finally got to a point I feel more or less satisfied with. With the new addition we have the northern regions that include Iskanthrad, Valdrakheim and Valvyr'Kethen.
For the southern parts there are the Deep Jungles, a mostly unexplored area that Drissau claim is under their control, though for the most part they only live on the outer parts of it, leaving much of it a mystery.
To the south-west we have the Nazeerian Expanse. A vast land that are known for the powerful dragons residing there. Though the contact remains somewhat limited, the region trade with the rest thanks to trade routes charted by the Cannonball Trade Company, who holds a monopoly within Ikune on the knowledge of travelling safely across the sea.
To the east there are the shattered isles. The lore remains a bit limited on this region for now, but what is known is that the Kalaniar originated from there before the great storm migration that caused them to set sail.
Several notable people have been added to the wiki. Mainly the various nation leaders, alongside the Crown Prince of the Ni'rral Empire.
The focus of the articles were to establish an idea of who each of them are, and what they are like. It only includes the nations with a definitive leader, as I haven't come to a decision with how I would write something similar for Forwire, the Dulinri or the Aurimont Duchies. That is primarily because they are lead by councils, rather than a single leader, and while writing I didn't feel satisfied with the concepts I had for a speaker or notable member that represented them, as it didn't feel right for Forwire and the Dulinri in particular to have such.
The wiki has received some updates to the layout and organization, which should help make it load faster and for it to be at least a little easier to find a particular bit of lore.
I updated the world map on my wiki. The new design is mostly an appearance update to fit with the map themes I use now, though the Aevir Thrones also got a rename to the Aurimont Duchies due to the lore being changed.
After thinking about the Aevir Thrones, I have decided to replace them with another nation, as I feel their concept is now better represented by the northern nations. The new nation, the Aurimont Duchies, will instead fit better with the region they are in, sharing a part of the Lirandine culture while also being set apart from them due to living in the mountains and being adapted to be so.
The Aurimont Duchies are a former imperial territory, and now a group of duchies mainly united by a council they hold to handle internal disputes and external affairs. A part of the inspiration when writing them, was the thought that they would be very honorbound, with it also influencing how they would treat each other and the world.
I have been working on a set of nations for the north. while they are not quite done, I overall feel I have come far enough with them to show them.
Iskanthrad
Economy
Iskanthrad thrives on an economy that mixes both raiding and trading. Once a year, the hersir participating in a given year's raids depart from the harbours and docks of the nation. These raids consists of a mixture of raiding and trading, as they both sell off goods made in their homeland and villages, as well as raid others to take their goods to bring back with them or sell elsewhere. These goods are then considered the property of those that helped in looting them, while those from Iskanthrad are considered to belong to the one that brought them onboard. For this reason, the raiders of Iskanthrad are often able to acquire a notable amount of wealth compared to the non-raiders, though at the risk of putting their own lives on the line.
For Iskanthrad itself, the various clans typically own their own pieces of land and pay dues to their settlement's royal clan, who in turn pay the thanes ruling their region. The thanes are sworn to the country's jarl, who they both pay dues to, but are also sworn to provide men for his raids. It is also the jarl, who proclaims where raids are allowed to occur, though often it ends up as only a few countries where it isn't permitted.
Law and Order
Law and order in Iskanthrad are maintained by a combination of the council's edicts and traditional customs. The thanes act as regional leaders, responsible for enforcing laws within their territories. They are supported by the warrior bands who serve as enforcers, maintaining peace and ensuring justice is delivered. In disputes, shamans may be called upon to interpret omens or mediate, especially when the issue involves spiritual or nature-related matters.
Punishments are often based on restitution and community service rather than severe corporal punishment. For more serious offenses, such as betrayal during a raid or harming sacred animals, exile is the most feared penalty. The Jarl, who controls the country, holds ultimate authority, while thanes manage their respective regions. Each settlement is led by a clan leader known as a Hersir, who comes from the 'royal' family of the settlement and ensures the well-being and order of the settlement.
Culture
Iskanthrad culture places a strong emphasis on community gatherings, particularly during seasonal festivals. The ancestral influence brings in rituals celebrating the natural cycles, such as the Spring Awakening and the Autumn Rest, where they honor the spirits of the forest and animals. These celebrations involve music, dancing, and storytelling, with shamans leading the ceremonies and invoking blessings for a bountiful season.
The nation has a strong attachment to the sea, with the people being renowned as the best shipmakers in the north. Their craftsmanship in shipbuilding is unmatched, with a dedication to detail that is passed down through generations. Their ships are often intricately decorated with carvings of sea beasts and runic sigils for protection, as well as symbols of their clan lineage, which adds a personal and historical touch. These vessels are constructed not just for practical use but also to represent the pride and honor of their builders, serving as a testament to the artistry and resilience of the people of Iskanthrad.
The people of Iskanthrad are also known for their hospitality, often welcoming traders and guests with lavish feasts, showcasing their prosperity and to forge strong alliances. These gatherings are not just about the food, but also about the performances of skalds who share stories of the past, music played by talented musicians, and traditional dances that symbolize unity and friendship. Through these vibrant celebrations, Iskanthrad fosters not only economic connections but also deep cultural ties, creating an atmosphere where guests feel both honored and indebted. It is common for traders to leave Iskanthrad with not just goods but also fond memories of their stay, enhancing the reputation of Iskanthrad as a hub of warmth and generosity despite their fierce reputation as raiders.
Honor is central to Iskanthrad life. Raiders seek glory not only in the spoils they bring back but in their courage and conduct during raids. Cowardice is seen as disgraceful, while generosity with plundered or traded goods is highly respected. The people of Iskanthrad believe that to live well is to live boldly, embracing the hardships of the sea, the wild, and the challenges of trade, all while maintaining a deep respect for the land and the spirits that inhabit it.
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Valdrakheim
Economy
Valdrakheim's economy is strongly focused on the mountains, where the people often work with the stone and the metal within the rock. Their blacksmiths are revered for their mastery of the craft, partly because of the fine control that the drakes of the nation provide during the forging process, which results in exceptional quality. The influence of the drakes makes it possible for the blacksmiths to achieve levels of precision that are unmatched elsewhere, producing weapons and armor that are highly sought after throughout the northern lands. As a result, the nation's blacksmiths are highly revered and command considerable respect within the community. They also wield a notable amount of influence, even when they are not directly involved in the ruling councils, as their craftsmanship is central to both the economy and the defense of Valdrakheim.
Law and Order
Valdrakheim operates under a strict hierarchy, enforced by the Jarl's Council. The Jarl oversees matters of national importance, particularly military campaigns and diplomacy, while his right hand, the Master Smith, oversees the nation's forges and his left hand, the general of his army, ensures that the nation's drakes and wyverns remain under control. Thanes manage individual regions, ensuring local laws are upheld, and report directly to the Jarl, with most of them sitting on his council.
Justice in Valdrakheim is enforced by the nation's warriors, who answers to the local Thane. Crimes such as theft, treachery, or dishonoring one's drake are severely punished, often with public service or exile. The bond between a rider and their drake is sacred, and harming or mistreating a drake is seen as an unforgivable offense. Disputes are often settled by bringing it before the Thane or a person appointed to have his authority to solve disputes.
Drake riders are considered above the average person, both in status and by the law. They enjoy privileges and respect far beyond that of regular citizens, as their unique bond with their drake is seen as both a divine blessing and a mark of exceptional capability. While a non-noble rider may be equal to a noble, a noble drake rider stands above his peers and is typically considered to be only short of his clan leader or thane. In some cases, their influence can extend even into governance, where they may act as advisors to leaders, representing the interests of drake riders as a powerful faction within the society.
Culture
Valdrakheim culture values both dragons and craftsmanship highly, but it is far from their only values. Hospitality is almost equally valued, with it being seen as a grave sin to not provide well for ones guests. This comes in part from how welcoming they are to travelers and traders alike, as both are invited with open arms.
Festivals such as the Emberdance celebration honor both the forge and the dragons, featuring parades, feasts, and displays of dragon acrobatics. These festivals are often community-wide events where families come together to showcase their crafts, tell stories and legends, and offer blessings at shrines dedicated to their ancestors. The feasts are elaborate, with roasted game and hearty stews. Music, dance, and fire displays also add to the celebratory atmosphere, making it a vibrant and unforgettable occasion.
Music and storytelling are core components of cultural gatherings, with skalds reciting epic tales of heroic ancestors and their legendary drake companions. Art and creativity are also deeply woven into Valdrakheim's identity. Many citizens are not only warriors, but also craftsmen and artisans, renowned for their elaborate crafts and the decorations that adorn their works.
Social Gatherings and Rituals
Social gatherings are an important part of Valdrakheim life. Community feasts are often held during seasonal changes or to celebrate the success of significant events, such as a successful harvest. Such occasions are marked with dancing, singing and drinking. For more everyday things, communities often come together to help with things such as helping a neighbor repair a house or collectively working on shipbuilding projects.
Importance is also set on the rituals centered around the mountains dotting the nation. Being the primary dwelling of the drakes and where many of the nation's mines are, they are an important part of them and many rituals surround this belief. From the miners praying and carving holy symbols of protection in the mines to avoid collapses to pilgrims travelling to the temples located high in the mountains to earn the blessing of their ancestors.
Drake Riders
Drake riders have a deep bond with their drakes, one said to be so close that they know each others emotions, if not their thoughts. The drakes are considered sacred by the people of Valdrakheim, and while they may not have the intelligence of dragons, they still possess a sharp mind, making them among the most perceptive and capable of beasts and animals.
A bond between a rider and a drake is established while the drake is still a hatchling, with the hatchling choosing the rider. Often communities with hatchlings will make a celebration out of this, with prospective riders participating in various competitions and events to prove their worth to the drakes, though it is rarely the winner of these competitions that gain the drake's respect, but the ones who most align with their personalities. Once a hatchling and a rider has been bonded, the event is celebrated throughout their clan, with the rider's status rising significantly among their peers.
The Forge and The Mine
Just as the drake riders are celebrated above ground, so are they held in esteem by those living underground: The miners and blacksmiths. The most skilled blacksmiths tend towards the Arsier, with their skills at digging playing a significant factor in it. While those that live underground rarely bond with the dragons, they hold their own weight in the nation, as their crafts gives their factions and guilds significant power.
Many mines and forges are elaborately decorated by the miners, from small shrines to extensive engravings and crafts. The forging itself is considered a holy act, and even more so for those smiths who have bonded with the drakes. Their crafts are said to be beyond the measure of a non-bonded smith, capable of creating tools and weapons that possess an almost mystical quality. These weapons are not just practical items but are believed to hold spiritual power. This sacred process involves not only physical labor but also spiritual rituals, such as prayers and offerings, which are believed to invoke blessings from the drakes and ancestors alike. For this reason, the rare bonded smith is considered among the highest authorities, short of only the thanes and jarls they serve, regardless of who they were before the bonding.
History
Origins
A mountainous part of the north, this place was back in the old days known as a nesting ground for drakes and wyverns. Knowing the wyverns reputation, a band of warriors, disgraced by their actions in war, decided to venture into the wild mountains to both prove their mettle against these legendary beings and to gain the riches from their lairs. Battles were fought, and after a year, the warriors stood atop of the first mountain, claimed with their blood and skills. The resting place for the future capital. It was on this very mountaintop, that the band's scribe found a hatchling. Far from the first they had found, but that time, it was different. The scribe bonded with the hatchling, much to his own and the warriors surprise, laying the foundation for the future nation.
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Valvyr'Kethen
Covered in a perpetual fog, Valvyr'Kethen is a nation shrouded myth, with a reputation both feared and misunderstood. The land is closely associated with the infamous gate to the underworld, and this causese their not entirely undeserved reputation, as the presence of the gate has led to numerous legends of spirits, monsters, and supernatural occurrences. Yet, those who reside in Valvyr'Kethen understand that while the gate can be dangerous, it is also a source of profound power and connection to their ancestors, a duality that outsiders rarely grasp.
Economy
Valvyr'Kethen is heavily focused on agriculture. Lacking in large cities, most villages and hamlets devotes land to crops, both for food and for plants with magical properties. These plants grow well thanks to the fertile land provided with the mist, which makes even the frailest of crops grow with ease. Mages and alchemists often thrive in the nation due to the supply of goods and their favor with the jarl. Much of the land's trade relies on these goods, in exchange for other goods such as metals from the neighboring countries.
The agriculture is often supplemented with hunting and livestock such as sheep and goats, as well as other practices such as foraging for herbs and berries in the misty forests. Hunting plays a vital role not only in providing meat but also in yielding hides, bones, and other resources that are essential for clothing, tools, and rituals. Livestock, particularly sheep and goats, are highly valued for their resilience in the misty terrain and are used for wool, milk, and meat.
Law and Order
The nation is ruled by the Jarl, who can trace their lineage back to among the first people in the nation. While an affinity with magic is appreciated for them, it is not all who have an affinity, which strongly influences how their councils interact with them. The Jarl's council typically consists of the thanes that rules their own regions within the land, and high ranking members of the Mistweavers and Wardens, who take care of the nation's safety.
The Mistweavers are a faction of mages, who are tasked with keeping the balance of the land. This often means they learn how to keep ancestors and the spirits residing in the land happy, and that they warn when the threats within the mist of a region is gaining an overhand, so that the wardens can be dispatched.
The Wardens are warriors with a sinister reputation. Their tasks are to guard the gate to the underworld that moves within the deep mist, to keep both outsiders away from it and to keep the beings within contained so that they do not ravage the land. Their other task is to hunt the beings that dwell within the mist. From monsters and the undead, to outlaws that have made their home within it. They are aided by powers that they siphon from the gate and a bond with it that puts them on the edge between the worlds, hence their reputation.
The law of the land is enforced by warriors answering to the Thanes and Jarl. These warriors are skilled in walking the mists surrounding their villages, though most keep to the marked paths and the villages themselves. The justice is typically swift, with offenders being brought before a jarl for judgment and often forced to pay their victim for a crime, or for particularly hard crimes may be sentenced to jail or work. Those who commit treason, among which would be the non-wardens seeking out the gate to the underworld, the only punishment is to be exiled into the deep mist, far from the villages, where monsters often lurk.
Culture
Daily life in Valvyr'Kethen tends to be rather peaceful, as large walls tend to keep any possible danger away from the villages. The communities are generally small and tight-knit, with an emphasis on cooperation and mutual support, which makes daily tasks and festivities highly communal. Celebrations occur often thanks to the abundance that each harvest brings, and each celebration is filled with singing, dancing, and storytelling, which strengthens community bonds and honors their ancestors. The people work together to secure the harvests each year, with a strong communal spirit guiding them through sowing, weeding, and reaping. Outside of the agricultural cycle, they focus on improving their villages, working on maintenance, construction, and beautification projects. Among these are the frequent gatherings to work on embroideries and other textile crafts, using the wool from their sheep and fibers from their crops, transforming these into beautifully intricate garments and banners. The textile work is not only functional but also a medium for storytelling, with many pieces depicting important events, local legends, or protective symbols, making the villages colorful displays of history and tradition.
When the time comes for paying their respects to their ancestors, the people often visit shrines both within and outside their settlements. These shrines are adorned with offerings such as flowers, carved wooden totems, and woven charms that represent the hopes and prayers of the people. It is also common for families to bring food and share it at the shrine, believing that the spirits of their ancestors partake in these offerings. Ritual chants and songs are performed, often led by the eldest members of the clan, adding a sense of reverence and solemnity to the occasion. These practices not only honor their ancestors but also serve to strengthen the bond between the living and the departed, reinforcing the importance of tradition and lineage in Valvyr'Kethen culture.
The Mist
The nation is covered in a mist that seems almost perpetual, saved for the borders where it lightens up. The mist itself persists for most of the day, only lightening up for a short period during dawn and dusk. Within villages, it tend to be faint or near non-existing, with it gradually getting deeper the further from civilization and roads one gets.
The fog is home to many things, and it is believed that both it and the things held within it are either caused by, or influenced by the underworld gate that hides within it. The same way that plants touched by the fog becomes supernaturally resilient, the monsters that hides within it becomes so as well. Most of these will rarely approach the villages where the fog thins out, but remain a threat to the unwary who walks away from the paths. Shepherds, farmers, hunters and others who walk into the mist tend to be wary of such dangers, while travelers are often warned to stay on the paths to avoid risking their lives or worse.
The Entrance to The Underworld
The Gate, as the people within the nation calls it, is a place where the realm between the Underworld and this world thins. The place itself moves, taking many forms though two things always remain the same of it: It always appears as an entrance, be it to a hole, a cave, a hollow tree or a doorframe in a ruin, and that those that approach it become numb as the entrance attempts to draw out their souls.
The gate is typically guarded by the Wardens, who are dedicated to find it each time it moves. Their duty is to keep the things within it there, and to keep people out of it. For this duty, the Wardens draw power from the gate itself, channeling the magic of the underworld for their purpose, at the risk of the corrupting effect it has on mortal beings. To do so, the wardens have an initiation ritual: They are to find the gate, and stand on the border of it, without giving in to its power. Those that succeed are marked by the experience, often appearing as if they are hollow or uncaring, while those that fail will be unable to return to the mortal world as anything but the undead the Wardens oppose. Most prospective initiates fails this test.
History
Origins
The first people who came to the lands, did so in search of their ancestors. Back then, it was rumored that people long thought dead had been seen within the mist that covered the valleys, a fact that was not untrue, though not quite accurate either. With the gates being unprotected, the beings held within it; resentful souls and monsters without shape, were able to exit if they found the entrance within the underworld itself. Though the first expeditions were harsh and inflicted with casualties, they eventually found the entrance, yet discovered the harsh truth: Those who wander past it, were unable to return in anything except twisted mockeries of who they once were.
Denying to give up on their ancestors, and learning that little held the things within the bay, the people began to settle the valleys, creating the first Wardens as they dabbled with the powers that came from the very gate in an effort to protect it, and during the journey realized that yet nothing could exit, little prevented communing with the ancestors within. Thus the leader of the expedition became the first Jarl of what would eventually become known as Valvyr'Kethen
I have wanted to make the island of Kiahilani for a while now, as it is the home island of Qirandri, the protagonist in The Koru of Kiahilani. I am still thinking on how to further expand on it as while there is a lot I could write down, it would be a lot of bloat if I did so. Instead I decided it would be better if I focused on the biggest parts first about the village and then later I can add more details either to the natural areas of the island or more to the village.
Intro
Home to the Kiahilani tribe, this isle is a relatively peaceful one full of wilderness, with a natural harbor forming the opening of the village that resides on the island.
The Island
The island of Kiahilani is a tropical island like most of the archipelago. The island is dotted with hills as there are no major cliffs on the island and most of it is covered in an abundance of jungle, with fresh springs and a lake providing most of the drinking water on the island. The island lacks any larger predators, leaving the local tribe and some smaller predators as the only hunters of the local wildlife which is plenty due to the island's size.
The Village
The Kiahilani tribe's village resides in a bay that creates a natural harbor, providing them with both calm waters to fish and to moor their boats. The village itself is arranged in a semi-circular fashion, following the curve of the bay. The individual houses are made with traditional thatched roof and the homes are circular in design and made of a mix of wicker and wood, while the storehouse and gathering halls tend towards designs that are similar to a longhouse, though the materials remain the same as the homes. Winding pathways of packed sand and dirt leads between the buildings and further inland.
Central Plaza
The heart of the village is the central plaza. A large open-air space adorned with colorful banners and vibrant flower arrangements. As the only place in the village, it is paved with stone bricks and surrounding the edges of it are wooden stools and benches.
The plaza is used as a place for both socializing, for celebrations and various events. Some of these events are the various performances and rituals performed there, such as dances and storytelling.
One of the celebrations is the Nightfire Feast that is done each full moon. During the celebrations, the villagers put on wooden masks they have made and lanterns are are hung up around the plaza. Typically a section will be dedicated to dancing, where the villagers take turns partaking in the dancing and playing music as one of the elders tell stories about Vahiji and the spirits. The celebration is often accompanied with a banquet of food and at midnight, the dancing and storytelling stops so everyone has a chance to partake in the food and socializing with each other.
Hilltop Watchtower
Located on a hill near the village is the Hilltop Watchtower. The watchtower acts as a guide for fishers who have come too far from shores, while also being used to spot bad weather and ships that come near the bay and the village, making it the village's source of safety.
The lack of islands on my world map began to bother me, so I redesigned parts of it to contain more than just the two big ones that were there previously. I also decided to experiment with adding region labels, though for now they remain mostly the ones I have already defined beside the Kalamir Link and Malani pass, which I had previously not been able to think of a name for.
The maps are made using wonderdraft.
For the archipelago I was debating how to design it for a while, and I ended up with a particular design in mind. While I was thinking in about both the shifts from volcanic activity and the potential of tectonic plates, I am by far no expert on it so it was instead made as far as I could have it make sense by what I do know.
The western archipelago was designed as being several smaller islands, with the aim that they were shattered parts going roughly in a line from the label it has to the northern label.
The northern parts were a little different as the parts are bigger, being some of the bigger parts of a land bridge to the south which can still partly be seen by the two northernmost islands that are 'reaching out' to each other.
Both of these are separated from the eastern archipelago by a chasm of deeper water. Here it can still be seen they follow the same pattern/line of the western part, but have larger fragments as they were once part of the Kalamir Link, before they moved away.
All of these islands are still a part of the Dulinri culture, though in the future I might consider adding some more variation to their culture depending on which parts they are from.
The maps can also be found on my world anvil, though it still need work before I am done setting it up there.
I have been debating for some time how I would handle currency. Idran was already designed to not have any and the Dulinri barter between themselves, but they still needed to use a currency when trading with others. The same for Drissau, who had the currency for when they needed it and foreign trade, even if the temples handled the day to day economy of their area. With this in mind, I decided to focus on the imperial currency as they used to be the dominant force in northern Ikune and as such, they would have the most widespread currency.
Intro
Much of Ikune is dominated by a single currency system: That of the Ni'rral Empire. Having reigned over a major part of Ikune until their decline, their currency has found its way to all corners of the region, even as the Idran Tribes eschew these for bartering instead. Even the Dulinri find themselves dealing with the empire's currency when dealing with foreigners and Drissau has found use in adopting the currency for trade as well, even as they rarely use it internally when they can avoid doing so.
The coins are minted with unique presses authorized by the current emperor to be given to trusted guilds within the empire's territories, with the minting of false coins being considered treason with harsh penalties if one were to be caught. One side of a coin will always display the Emperor at the time of minting, which often helps indicate how old a given coin is, with the oldest sometimes carrying more value with their rarity than one would otherwise think.
There are three primary type of coins that circulate within the empire, with the occasional one-off mints in periods where the empire has been low on resources, but eventually they always went back to the three main ones:
Golden Crowns
Reserved for the elite and affluent, the golden crowns are the pinnacle of wealth within the empire. Adorned with intricate designs and fashioned from gold, these coins symbolize opulence and prestige in spite of their relative softness compared to the other coins, with those in pristine conditions being yet another sign of ones wealth. Commoners may catch fleeting glimpses of the crowns in the hands of the wealthy, but its true domain lies in the halls of the empire's aristocracy. These coins are named for the most common image depicted on their opposite side: The Emperor's crown.
Silver Thrones
Embraced by urban centers and bustling markets, the thrones serve as the lifeblood of commerce. Its lustrous surface, forged from silver, bears witness to countless transactions within the city's streets. However beyond the confines of urban life, its presence quickly diminishes. These coins are named for the most common image depicted on their opposite side: The Emperor's throne.
Copper Crests
Anchoring the Empire's economy with resilience, the crests stands as a testament to the enduring strength of the realm. Seen in both urban life and rural hamlets, these coins facilitate everyday transactions among the empire's population. These coins are named for the most common image depicted on their opposite side: The Imperial Crest.
I have for some time been planning on how to write out magic for my world. I knew I wanted at least three forms: One that works with the flow of magic, one that brute forces magic and one where it is borrowed from another being. Yesterday I felt the inspiration hit me, so I began typing away and created the lore below for my world.
Intro
Magic, an essence that flows throughout the world, attracted to focal points of power. It manifests itself in a myriad of forms, each with its own unique characteristics and wielders, though no matter the form it takes, it is the same magical essence at its core. It exists within each person and within nature itself, but for some it flows stronger than others. These are the people who is considered to have a natural affinity for manipulating magic and are often those who take it upon themselves to become mages, the universal term for those who can manipulate magic. Below are the four ways that are used to control magic, with every mage falling into one of them. Though each have associated elements they excel at, a skilled mage is not limited to only those.
Primal
To work with the world, so as to request its assistance.
Primal magic is the ancient art of tapping into the raw energies of the natural world and it is seen as a harmonious communion with the elemental forces that shapes reality, by those who use it. It draws its strength from the surroundings and the attunement of the user to the world around them, but it is fickle and has a will of its own.
Practitioners
Shamans, druids, tribal elders
Characteristics
Connection with the world and nature, communion with spirits, rituals and ceremonies
Examples
Healing rituals, elemental manipulation, nature-based divination, spirit communication
Runeform
To force the flow, so that it obeys.
Known also as runeforging, being runebound and runecrafted sorcery, runeform Is the art of magic mastered by wizards, battle mages and most mages that have been educated in imperial magic academies as is mandatory within the Ni'rral Empire. It relies on incantations, symbols and precise gestures to wield it and often uses focuses to bind the magic to a user, who often has one or more objcts that stores it. Unlike primal magic, it is often associated with scholarly pursuits and urban sophistication despite its forceful ways to make magic obey the users.
Practitioners
Wizards, scholars, battlemages, urban mages
Characteristics
Ancient tomes, intricate rituals, runes and symbols, manipulation through focus objects
Examples
Enchantments, potion-making, combat magic, necromancy
Pact
To be lended power, from those who command it.
Pact Magic encompasses every other type of magic, as they are granted through pacts with other beings. These can range from the devout worshippers of the gods to deals with beings of the underworld and even other powerful mages. A being can lend magic to another as long as they are sufficiently powerful with it themselves. This allows practitioners of pact magic to harness powers beyond their own and even at times access magic that neither primal or urban practitioners can reach, but often there is a price to be taken for wielding what is beyond themselves.
Practitioners
Priests, warlocks, those desperate for power but without magic
Characteristics
Invocation of higher powers, fulfillment of pacts and oaths, mysterious masters, power at a price
Examples
Miracles, curses, summoning, transformation
Inherent
When the flow of magic is within, it comes as second nature.
Inherent magic is the power possessed by extraordinary beings, such as dragons and other magical creatures. Unlike other forms of magic that must be learned or acquired, inherent magic flows naturally within these beings, manifesting in their very essence and for this very reason, it is out of reach for those who are not these beings, except for the fragments they can gain through pact magic.
Practitioners
Dragons, magical beasts, spirits, deities
Characteristics
Natural manifestation of magical abilities, unique powers tied to species and lineage
Examples
Elemental manipulation, otherworldly abilities, shape-shifting
I finished the map and lore for the city of Lotuku.
Here with a variety of districts, this city is considered unusual in the archipelago due to it being jointly ruled by a council of elders and a rich merchant who uses his wealth to gain influence.
Lotuku
The city of Lotuku is the biggest settlement within Samkani and resides on the coast of the island of the same name.
The city is home to a small fleet of Blue Talon vessels as they have been hired to keep the surrounding waters safe from pirate incursions, though their presence is a hotly debated topic within the city's politics, usually due to the behavior of the privateers. They remain around however, as one citizen fancying himself the 'governor' of the city pays them. Though the city is officially led by the island's elders, the actual politics is split between them and the Governor who relies on his wealth to give him a significant influence over the city. The people are split on this, between the traditionalists that believe the Elders should be in charge and those who are swayed by the Governor's alternative approach to the city's issues.
The conflict between the political factions of the city and the rowdiness of the privateers has given the city a notable reputation among the nearby isles, though from the perspective of someone coming from outside the isles they are still considered to work well with each other, as the conflict doesn't extend beyond their beliefs in how the city should be ruled.
Districts
Merchant's Row
Home to the rich and influential, Merchant's Row is one of the tallest points of the city where merchants live. It is particularly favored by merchants from the Cannonball Trade Company who have a subsection of the district for themselves. Patrols are frequent in this part of the city, with the local watch keeping a close eye on those who don't appear to belong to the district.
Artisan's Alley
Originating from the long road where artisan's once build their homes and workshop along, the district has since grown beyond the road and lays between Merchant's Row and Greenhaven. Most of the upscale artisan's tend to live closer to Merchant's Row, where the two districts begins to blend together into one. Contrasting this, those that live closer to Greenhaven tend to be more geared towards creating practical tools and other such things but even then a wide variety exists within the district. Likewise, several merchants within the district specializes in supplying the artisans with supplies, allowing them to be further from the markets near the harbor.
Forgekeep Foundry
Situated near the Talon Quarters and Sapphire's Watch, the foundries in this district supplies the local privateers with much of their equipment as well as processing the ores brought from the mines further inland. Despite the importance of the district, most citizens attempt to avoid it due to the towering smokestacks and the almost constant sound of metalwork there, with it mainly being those living within the district and the watch that roams the district.
Talon Quarters
The housing of the The Blue Talon Privateers that are hired by the Governor. The district functions mainly in an attempt to keep the privateers from causing trouble in the rest of the city and has an almost constant tension between the privateers and the watch who maintains order. It is mainly lower ranking privateers that are found in this district, as the higher ranking ones tend to live closer to Merchant's Row, if not fully within that district, so as to be separated from the rank and file.
Sapphire's Watch
The pride of the local privateers. This fortress houses the privateers equipment and oversees the harbor that it protects with its cannons. It is also here that the privateer leadership of Samkani live and give their orders from. It is considered the only part of the city where the watch has no authority, as the Governor as given the privateers full rights of everything within the walls of the fortress.
Governor's Plaza
Funded by the Governor's money, the plaza is considered a beautiful sight, with stonework imported from the Aevir Thrones to pave the plaza and with the city's council building being located on the plaza. People often come to the plaza to relax thanks to the trees that provide shade around the fountain that makes the centerpiece of the plaza.
Greenhaven
Though it is a general residential district, Greenhaven has gained its name from the amount of farmers and other workers that work outside the walls that live there. The district is considered one of the most peaceful in the city, with the evenings often featuring various celebrations and generally friendly residents.
Greenhaven's Edge
Originating after the construction of the walls began, Greenhaven's Edge is seen as an extension of Greenhaven, with the locals working in the surroundings and further inland. Many of those who live there also owns horses and wagons to transport goods, which they offers to those that pass by.
Seaside Bazaar
Considered the market of the city, the bazaar is a colorful display of stalls and carts from the merchants that sells. Anywhere from locals selling fish to members of the artisan district coming to display their goods and places for merchants that come to the city to sell their goods to the locals. People from all over the city come here to browse the wares and it is rarely hard to find someone offering to transport ones goods home for them.
Mariner's Rest
A district filled with pubs, bars and inns. This is where sailors that arrive to the city can rest or spend their pay and it is popular with many of the city for its lively and rowdy atmosphere. It is not uncommon for the watch to get called for brawls and neither is it for the privateers to spend their pay here instead of in their own district, which is often the cause for said brawls.
Seafarer's Quay
Smaller than Mariner's Rest, the Seafarer's Quay is dedicated to the local fishes and sailors that remain near the island. Though less problematic than Mariner's Rest, it has its own fair share of troublemakers though just as many if not more citizens are as friendly as those found in Greenhaven.
Fortune's Folly
A subdistrict within Seafarer's Quay, this place is filled with gambling dens and occasional drug den. Crime thrives here, hidden behind the more legitimate business fronts that make out the district. The name was given to the district as its reputation spread and the foolishness of gambling there.
I have been thinking for a while on what kind of creatures would exist in Ikune. Of course there is plenty of the more ordinary animals, insects, birds, fishes and so on but what about more unusual ones? I considered this and after some pondering, I began to write out some of the ones that can be found in Ikune, so here it is: Critters of Ikune
For now the page just contains a few insects and a lizard, but in the future I might either update the page or split it up as I come up with more things to put on it.
Sapflies
Sapflies are small, colorful insects that feeds on sweet sap that comes from ripe fruits such as magoes, papayas and the like. When the sapfly feeds on the fruit, it loses some of its juicyness and sweetness, while the sapfly takes on a color similar to that of the fruit. The sapfly metabolizes the sap into a jam-like substance which can be harvested from the bugs, though if one waits until the sapfly naturally secretes it, the substance will become honey-like and be far sweeter, at the cost of there being much less of it.
The sapfly can be found in the Junkirman'jri jungle in southern Drissau, but in recent years they can also be found in some of the northern parts of Ikune where they have been imported by farmers. This has however proven troublesome, as the sapflies generally don't live in colonies and only gather during mating season or in areas that are particularly rich in sweet fruits.
Drumbeetles
Drumbeetles are small beetles that comes in shades of brown and grey. They have hard carapaces and are able to create a rhytmic tapping sound by striking their abdomen against the ground or trees, giving them the name for their almost drum-like sounds despite their small sizes. They generally do this during mating season or as warnings to each other and predators, with the drumbeetle having a reputation for being deafening if enough of them are present.
The drumbeetles are native to the Ketrikkhaz Archipelago and Junkirman'jri jungle where they feed on the flora of the jungles. Here they are usually found in small colonies, but due to the effect of their tapping they often form new colonies near each other to ward off predators.
Mistweavers
Appearing as ethereal butterflies, the mistweavers are commonly associated as an omen of death when found outside of graveyards. This is because they are primarily found around grave sites or near the dead, as they feed on flowers that only grow in soil where the dead has been laid to rest. Though some believe they also feed on corpses, this is wrong and they are only attracted to the dead when they have been in an area for long enough that the soil will begin to grow the flowers.
They are native to all of Ikune, but are mainly found in the Trewkilni Plains and Kecroshto Forests as they're rich in the flowers after the Veiled Scourge decimated parts of the Ni'rral Empire. Here, the presence of the mistweavers brings with them an unnatural fog or mist, from which they gain their name. The thickness of this mist depends on how many of hte mistweavers are present, with large swarms of them creating a deep fog which is considered a certain omen that one should turn around to avoid falling to what attracted so many of the mistweavers.
Emberflies
A cousin of the firefly, the emberfly likewise glow much like the firefly, though unlike them they use this as an active defense mechanism as they are able to heat up their surroundings enough that they can cause burn injuries and even ignite objects when they are agitated. When they are not agitated however, they tend to be peaceful and provide a warm glow which is often sough out by reptiles and other creatures that inhabit the same places as they do.
Emberflies are generally found in the underground of Ikune, though some are also near the opening of caves despite being known to be agitated by light other than their own. These emberflies are sometimes sought out by scholars who believe the distinctive glowing spots on their wings are linked to the constellations in the sky and that the time of significant events can be predicted by reading them.
Glowspire
Glowspires are a small, bioluminiscent reptiles. They attracts insects through their bioluminiscense or through their bioluminiscent spit. The spit acts like a sticky sap, which traps any insects that touches it as well as most other creatures that is smaller than the glowspire, though it does little more than irritate things bigger than itself. For this reason, the glowspire is known to hide most of the day, only coming out at night when most of their natural predators are asleep and those that remain take the glow as a warning sign.
They are usually found in forested areas in northern Ikune and have become a prized pet among those rich enough to afford them, for both their tendency to take care of insects and the difficulty in catching them due to their speed. Despite attempts to do so, there has been no success in raising them in captivity and it is theorized that their mating behavior requires something unique to their environments, though no scholar has yet to find out what it is.
Some work I did the other day on a map of the town of Lotuku, on the island of the same name. The map is still unfinished, with some names being possible placeholders and I consider how to handle the city walls as normally there would be buildings outside the walls too.
The map was made with a combination of wonderdraft and town assets from a city generator on itch.io. I learned it from a video by Icarus Games on youtube, which some of the placeholder names, such as the Deepwoods, might indicate.
My overall plan for Lotuku is to provide a decently sized city to work with for my stories. The city will be co-ruled by a rich merchant from the Cannonball Trade Company and a council of elders from the town, splitting them between the merchant's influence through wealth and the old traditions of the elders.
Sapphire's Watch is the fortress for the Blue Talon Privateers, who are hired by the merchant to curb the pirate activity in the region but who also frequently causes issues on land where they have no authority.
I spend the past week thinking about and working on the Iashien Order, the religion of Drissau. So far it focuses mainly on a general description of the religion alongside the priesthood and tenets of the faith.
For now the seven gods don't have any names, which I might change in the future but for now i'll keep it like that. Other parts I might work on the future might be religious festivals and ceremonies, but i'll keep the page as it is for now while I focus on other parts of my project.
My original thoughts for the Iashien Order was that I wanted to keep it short and simple. A basic description of the gods, religion and the essential parts of the origin. As I was writing it and showing the drafts to my friends, I began having more ideas and expanded on it. In particular with more to the origins, how the priesthood functions and the tenets of the faith which were designed to each work for one god in particular.
Another problem I ran into when I was writing about the priesthood was that due to how I made the hierarchy, I needed to differentiate the various churches. Particularly the Sacred Summit proved troublesome until I remembered that I had already noted on Drissau's page that there was a blessed lake surrounded by mountains, so I used that to work out an idea for the capital's church.