Arcadia: Difference between revisions

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Arcadia region map (click to enlarge)

Arcadia is a world of high fantasy. Unlike Superia or Sangria, it is not a setting that resembles modern Earth. Instead, it is an old world setting like Middle-earth from Lord of the Rings or Dungeons & Dragons. Like these settings, Arcadia is a world where magic is overtly everywhere and where races other than humans are extremely common. High technology is very unusual, however, as in Arcadia magic and enchantments tend to be more common than gadgetry, and advanced technology like electricity is unheard of (see note on travelers, below).

There are a number of locations in Arcadia. These can be reached by conventional travel, such as walking, by coach or carriage, or riding. There are also private magical means. The most common forms of travel anymore, however, are either by passenger airship or by Remote Doors, which are basically stable portals connecting two locations.

Abilities Scale

Main article: Character Abilities

Character Abilities in Arcadia are typical of what one might see in a fantasy story like The Lord of the Rings up to what one might see in a game of Dungeons & Dragons. Characters may be of noteworthy power, but the ability to, say, destroy a tower would be among the more powerful Supreme feats a character might easily accomplish. Supreme strength in Arcadia generally represents being non-human in some way, such as a dragon, giant, or other fantastically superhuman creature. Enhanced strength is akin to that of a high-end ogre or werewolf.

  • Enhanced: Physical strength sufficient to smash boulders or batter down a drawbridge with sustained moderate effort. Usually able to lift up to several hundred pounds and easily overturn a heavily loaded cart, wagon, or carriage.
  • Supreme: Physical strength sufficient to shatter reinforced stone and break through a castle's walls with sustained moderate effort. Usually able to lift up to 5-10 tons and easily dead lift and carry a fully loaded caravan, wagon, or carriage.

Remember, these limits hold true even for characters Traveling from other worlds.

Travelers in Arcadia

Main article: Traveling

Many characters may be able to find their way to Arcadia from the other worlds. However, please be aware that advanced technology simply does not exist in Arcadia. As such, a gadgeteer character from Superia can certainly travel to Arcadia, but their fancy gadgets will not. (Low-tech mechanical devices will work, but nothing that requires electricity or more advanced technology will function.) If you have a special case or concern, please contact staff about this. In some cases, we may allow technology to travel with the user but have an altered function, such as simply being non-working or becoming a magical device that does essentially what the technology itself would do under normal circumstances. (For instance, a flashlight might become a lamp or a magical, glowing crystal.)

Example Sources

The following published sources have been adapted into use in Arcadia so far:

Final Fantasy

Characters and inspiration from the more high fantasy themed Final Fantasy games may be adapted for use in the Arcadia setting. In particular, characters from FFI-FFVI or FFIX may be well-suited to adaptation into Arcadia. Characters from MysidiaReminder: The game does not treat every aspect of every source as canon. Click here to refer to the game's theme and canon guidelines!, for instance, might be well suited to being part of the Emberwing Order or Wrosthorne. Characters from BaronReminder: The game does not treat every aspect of every source as canon. Click here to refer to the game's theme and canon guidelines! or even the Gestahlian EmpireReminder: The game does not treat every aspect of every source as canon. Click here to refer to the game's theme and canon guidelines! might be suited to Lyne, and characters from ElfheimReminder: The game does not treat every aspect of every source as canon. Click here to refer to the game's theme and canon guidelines! or the Dwarves of the UnderworldReminder: The game does not treat every aspect of every source as canon. Click here to refer to the game's theme and canon guidelines! might be suited to Sylvania or the Dwarf Kingdom. (In the past, we've even had Link from The Legend of Zelda adapted as The Hero of Sylvania.) There are many places in the world where such characters might fit in, so long as they are adapted to suit Arcadia, which would be difficult for characters from some of the more technological or modern-themed games.

Kingdoms

Much of the known world was once united under the Laellu Empire, but since the Great War the empire has fallen into a scattering of city-states. It lacks any central government, now representing more of an idea and a memory. In practical terms, all that remains of the empire is a series of old alliances and standing trade agreements. It's a basis for peaceful coexistence, but there's very little political reality to the empire anymore as a sovereign body.

Altur

The jewel of the old Laellu Empire, the city-state of Altur represents a coexistence between different races, much like a present day realization of what was once accomplished in Omenaru. At this point, it includes the best of human civilization since the Great War led to their diminishing. Ruled by a just king of mixed human and elvish blood, it is a prosperous city that venerates the Brilliant Cosmenia. It is a beautiful city with something for everyone, but it lacks some of the distinctiveness of other places as a result of its "melting pot" society.

Dwarf Kingdom

The kingdom of the dwarves exists far away in the distant northern mountains, located entirely underground. Since the Great War, the dwarves are wary of other races, especially the elves. Their kingdom remains staunchly isolationist, though they do trade with others, particularly with their kin who live in various ruins around the world or those who live in Altur. They are widely known to associate with various magic-users who live underground, such as gnomes, dusk elves, warlocks, and necromancers.

Lyne

The city-state of Lyne is the last true human kingdom, but their endurance is based largely in a race-based fascism that is always "humans first." Still terrified of being dominated by elves, as they were during the Great War, they tend to cultivate extreme xenophobia, though they try to hide this behind a welcoming and "tourist friendly" façade. In reality, they contributed heavily to the causes of the Great War, and while they endure, they have fallen only farther and farther into corruption. Most of the power is concentrated into a few ancient, powerful families, though a growing resistance to their power has begun to form in recent decades. If one needs an indicator of how corrupt Lyne is, there are still owrgs known to appear there, drawn to the evil and corruption that lurks beneath the well-ordered surface of the kingdom.

Muurht

The Dread Necropolis of Muurht was heavily drained by the Euternos, making it a place of "living death," and those who spend a great deal of time there tend to become much like the living dead. It is extremely popular with necromancers, and there are miles and miles of tunnels and catacombs beneath the city. These include lost libraries, caches of treasure, and--in the deepest caverns beneath the city--the deadly Euternos, itself.

Omenaru

In the fallen city of Omenaru, elves and dwarves once lived in harmony. Then it fell into ruin, but in recent years human adventurers have begun seeking to establish a settlement there and rebuild it as their own kingdom in the north.

Sylvania

The utopian and remote elf kingdom is also known as "Milkwood," named for a kind of beautiful white and gold tree that bears a fruit, whose juice is milk-like and extremely nutritious. This fruit is a major staple of the elven diet. Young elves from Sylvania are known to range wide and far, though almost all of them eventually return home again to live in their harmonious kingdom. They welcome visitors, especially since they rarely have offspring and enjoy meeting new people, but not all outsiders are brave enough to undertake the journey to Sylvania, and the elves have a formidable reputation to consider. Having dominated heavily during the Great War, those who remember their history will know that elves are excellent friends, but terrifying foes.

Factions

Races

High Elves

High Elves, or Light Elves, or any of a number of other names, are the most well-known and immediately approachable of the Elves. They are usually what anyone is talking about if they should say only "Elves", typically fair and nimble. Often beings of many talents, High Elves tend towards archery and magic, but they are excellent with swords and polearms as well.

Elves do not consume the flesh of anything and can become seriously ill from doing so. High Elves also tend not to like being underground or in the earth for any significant length of time, and they can become claustrophobic.

Dusk Elves

Dusk Elves are dark in complexion, from simply tan skin to jet black, with some shades of dark blues and purples uncommon but occasionally occurring. Dusk Elves are notoriously antisocial, and they tend to shun any sort of outside interaction. However, through the years, some have come to the surface or joined other societies. While they may not be particularly eager to welcome anyone else to their own domains, no other race bears them any particular ill will, and Dusk Elves tend to find themselves readily enough accepted wherever they go.

However, there are some places that are less accepting than others, and there are also people of the belief that Dusk Elves can be used for powerful magic. Some groups of magicians insist that any substance from a Dusk Elf is inherently powerful, and so any part of a Dusk Elf is sought after by these odd magicians.

Dusk Elves are especially good at stealth, and they can see in low light, almost complete darkness. Bright lights tend to frustrate them and irritate them, making them prone to headaches. They are also gifted in dark magics such as necromancy.

Humans

Humans are among the most common races in Arcadia, and they tend to be the most widely-distributed. However, after the Great War, humanity has been in decline, and no one is certain whether or not the humans can recover. Anywhere a person can go, though, it is still likely that some humans will be there. No certain tendencies exist for humans, although many of the other races regard them with suspicion due to their societies' tendencies for self-deception and trickery, as well as pivotal role in the war. High Elves tend to regard them as one would children, since humans have been around relatively much less time than the Elves, or any of the other races. The rest have mixed opinions.

Humans are one of the only races on Arcadia who are not immortal by default; humans typically live only a couple of hundred years at most. However, there are some who have lived much longer, and others who have found means of extending their lives by magic and other means. Some humans, however, maintain that their mortality drives them to accomplish more, and greater, in the time they have to them.

Dwarves

Dwarves are uncommonly-seen outside of their mountain kingdom and mines but nonetheless have a large population. There are various kinds of Dwarves; although the stereotype is that they are all long-bearded miners, in actuality there are plenty of Dwarves who do not mine and have no interest in it, and plenty who have no beards either. Naturally, depending on the trends of the specific Dwarf-settlement, some fashions will be more prevalent than others.

Dwarves do tend to be fairly insular, even between their own people's separate cities. There is little communication between them, and only occasional. Although there are Dwarves who venture out, typically in their youths to find adventure, or to trade with the other races, most Dwarves remain in their mountain realms.

Fair Folk

The Fair Folk, or Faeries, of Arcadia are always a force to be reckoned with. They also tend to be the most reclusive and difficult to find, although a number have and do interact with the other races. They are closest to the Elves, but it is said that the Fair Folk were around even when the Elves were young. Fae in Arcadia are almost godlike figures, and some do take responsibility for certain areas, features of nature such as pools and groves, and so forth. There are many areas in Arcadia where the Fair Folk are worshipped, in a way, and most Arcadians always leave an offering at certain festivals of the year.

It is always preferable to call them "Fair Folk" or some other complimentary term such as Lords, Ladies, the Bright Ones, and so forth. Most Arcadians of any race would be aware of the courtesy and not willing to incur the wrath of any Fae listening in.

Beastmen

Beastmen are a curiosity in Arcadia, and although there are some whole societies of similar types, they mostly seem widely varied. It is uncertain where this curious race came from originally, but they can be seen all over Arcadia. They all share certain traits, which are that they are typically like an animal and a human combined. Most of them will form societies that develop along lines similar to their most prevalent animal features. Since there are so many types, they do not have a singular tendency, but instead they usually choose pastimes appropriate to their personality, which can correspond to their animal features.

Quests

There are so many things to do in Arcadia! Not only are there numerous ruins around to explore, but there are also plenty of cults and conspiracies to find out, and ancient evils waiting to strike! From clearing an ancient temple of monstrous invaders to preventing a corrupt vizier from assassinating a king, adventurers are always able to find something to occupy their time.

It doesn't have to be all fighting, either; there are countless treasures to be found, friends to be made, crafts to be created, and knowledge to be learned.

Those interested in finding quests and adventures more easily should think about joining the Guild of Heroes in Altur!

Legends

There are many deities and demigods in Arcadia, and most of the races have multiple belief systems. They tend to get along well enough, as there is mostly peace between the major regions of the world. It wasn't always like that, and certain remnants of the earlier unrest remain.

Owrgs are giant monstrosities, tall as houses and about as unstoppable. They fire beams of concentrated evil, but they can be opposed. They tend to exist only in places of high corruption and evil energy, although they can also bring those things simply by being near somewhere.

Euternos are huge creatures, typically in bizarre shapes such as a vast sphere with eyes set in its body and massive spikes splaying out like huge legs, or twin pyramids joined at the point, and so forth. Their shapes may not make much sense to observers, but their power is undeniable: they siphon magical energy, including life energy, from their surroundings, making them difficult to fight. Fortunately, most all of the Euternos were either destroyed or made inert and buried thousands of years ago. However, occasionally someone stumbles upon one.

Euternos are relics from the Great War, and it is believed that their existence has influenced the world in many ways. Some say that the Euternos are responsible for the decline of humankind.

Lyches are undead mages, typically holing themselves up in catacombs or in ancient, often decrepit, towers and fortresses. These are magicians whose desire to persist in living has pushed them to keep themselves alive by whatever means.

Other such things exist in the world. The history of Arcadia had many strange and dark spots. Many mysteries lie hidden, waiting to be discovered!

Timeline of Major Events

Main article: History of Arcadia

Approximately 10,000 years ago - The grand city of Omenaru is founded by a coalition between the elves of Sylvania and the dwarves of the northern mountains.

Approximately 3,000 years ago - The Great War divides all the peoples of the world against each other. Human kingdoms unite to try and wipe out magic in a severely misguided effort. The Euternos are invented to siphon magical energy and destroy all their enemies. Great expanses of the land are ravaged, and the elves move to unite the others against the corrupt human forces. The Euternos are wiped from the face of the world, although they are not all destroyed; many are simply sealed in secret places. Humans are greatly reduced in number due to the many fierce battles and some aftereffects of the war. In the course of the war, Omenaru is abandoned and eventually lost to memory for reasons unknown, and Mount Tainirl becomes horribly cursed by some dark ritual.

Approximately 2,000 years ago - The Kingdom of Lyne becomes the last persisting human-dominated kingdom.

Approximately 1,600 years ago - The diminishing of humankind is noticed. It is believed that the deleterious effects of the Euternos have led to humanity's numbers gradually reducing from generation to generation.

Approximately 1,200 years ago - Veneration of the Brilliant Cosmenia spreads across all of the land, the tolerance of the temple and clergy leading to a sort of unity for multiple spiritual paths. Construction begins on the grand and central Temple of the Brilliant Cosmenia in Altur.

Approximately 1,000 years ago - The Temple of the Brilliant Cosmenia in Altur is completed.

Approximately 900 years ago - Incidence of Owrgs is recorded in Lyne, but there is no widespread notice and the stories are regarded as debatable.