The Continent of Sestyra
POSTED ON Aug 26, 2022 12:54:23 GMT -5
Post by Skive on Aug 26, 2022 12:54:23 GMT -5
Sestyra has been the center of the planet since time immemorial. The world was formed by The Divines: enigmatic beings deified by its inhabitants.
In the First Era, the world was born— primitive and pure, the continent teeming with untapped magic. An unknown number of years span the First Era, as it precedes all written record… it may have lasted thousands, if not millions of years, but there is no one alive to say for certain.
The Second Era marks the rise of two fallen civilizations— known only as the Blues and the Reds, as seemingly no record remains of them. They are named after the murals and preserved banners bearing their colors, found in the numerous ancient ruins which dot the landscape. Evidence suggests they waged war with each other and brought about the rise of magic, tapping into the land’s aether and harnessing it in a war of mutual annihilation. Theories claim that at least one of the two civilizations must have survived to repopulate the continent after the conflict left both nations in ruins.
The Third Era began three thousand years ago, and marks the start of our calendar. Written record becomes more clear from the start of the Third Era to the present day— this is a revival of life on the continent, where our current nations and cities are formed. Sestyra’s history begins here. Over the course of the Third Era, the nations flourish and races intermingle. Society has become increasingly progressive as national and racial barriers fall, allowing for diverse communities to develop in every corner of the land.
The Fourth Era began thirty years ago, with a continent-wide industrial revolution that marked the rise of technology as we now see it. Airships took the skies, electricity wired nearly every home, and automobiles became available to the wealthy. We are still in a period of exploration— magic and technology is weaved into the fabric of every day life. Centuries-old cities like Fainnard and Veritas struggle to accommodate technological change and innovation among their castle walls and cobblestone streets, but Anhari and Domnesti took the change like fish to water, turning the eastern and western cities into innovative juggernauts. At the center of it all lies Pont-Ciel— a city centered on the continent’s wellspring of magic, where technology develops at a startlingly rapid pace.
The continent of Sestyra has been the home for countless races and peoples for time immemorial, with a diverse landscape and flourishing nations within. Magic flows through this land, and all people and creatures are capable of manipulating the elements. It maintains diverse ecosystems of various flora and fauna— some hostile, some harmless. Though farmlands and villages dot the landscape, many Sestyrans reside in the five major cities, leaving much of the landscape wild and untamed. The primary mode of long-distance travel is by airship, though the recent innovation of Fast Travel Theory allows people to quickly teleport to the different major cities in Sestyra so long as they've been there once before.
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The Kingdom of Luvia
Capital: Fainnard
The continent’s oldest nation, teeming with fields of wildflowers and deep forests. Magic is a part of every day life— the homeland of the Fey is a place of limitless magical potential. Here, Fainnard’s own Mage Academy takes center-stage… this is where many prospective mages and wizards come to hone their craft. The nation is ruled by Queen Siva, a dragon who has watched over the city for centuries. It is the slowest among the nations to progress technologically, being deeply reliant on magic and with little motive to innovate.
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Pressos
Capital: Domnesti
The continent’s cultural center, where the arts are at the forefront, funded by powerful oligarchs from ruling families. Pressos is a thriving sea-side nation, boasting influential merchant relations with other territories and ruled by the wealthiest members of society. It is a historically neutral state, more concerned with preserving positive trade relations and luring prospective artisans and celebrities.
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The Diroun Commonwealth
Capital: Anhari
A desert nation committed to scientific advancement and technological innovation. It is here that alchemy was developed in the early Third Era, as magi became interested in magic supported by science. The nation’s progressive ideology makes it a prime location for anyone interested in engineering and magitech, as industrial development has taken the capital of Anhari by storm.
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The Free Territories
Unclaimed land comprised of independent tribes, chiefdoms, and settlements within a vast, harsh territory. Sophisticated hunter-gatherer peoples with a deep connection to the earth and a robust sense of community make their home here. The land’s most powerful warriors come from the Territories, but a notable lack of advancement in magic, science, and technology is present, as it is furthest away from any notable cities and much of the land is depleted of aether. Many bandits and beasts call the Territories their home, as it is beyond the jurisdiction of any governing body. Ruins dot the landscape, leaving much to be uncovered.
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The Holy See of Avarell
Capital: Veritas
A nation nearly as old as Luvia, where rocky mountains tower and valleys lay deep. The land is cold and dark, and its people have an unwavering belief in the Divines. Avarell is governed by the current Archbishop Benabas, who succeeded the previous Archbishop following the Dusk War 15 years ago. During this conflict, the former Archbishop had announced a religious crusade on neighboring Pressos and Luvia, organizing Avarell’s formidable military against the “heretics”. During this conflict, the many Shades who call Avarell home acted on behalf of their nation, but many were put down as the crusade was put to an end within the year of its inception by forces from Luvia and Diroun.
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And beyond our waters...
Asakoshi
Capital: Kiyogata
Not much is known about Asakoshi— it lies beyond the Eastern Sea, isolated from the continent and protected by a shroud that permits few from entering. Some travelers hail from Asakoshi, giving us some insight into the elusive nation. It is a technological marvel, mastering magitech and entering a cyber age, intently aimed at protecting its technology from the outside world. Whispers say of conflict brewing within its borders.
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The Six Divines
The Divines are the worshipped deities of Sestyra, with heavy worship centralized in Avarell as the religious capital. Not much is known about the Divines or where they came from, but their worship extends back to before the Third Era. Common belief is that they once walked the earth among men back when the world was new, as creators of the planet and all the life within. They mingled freely with their mortal subjects, creating demigod children whose descendants would later become Celestials. A number of minor divines represent the elements and spirits, but there are six that make up the central pantheon:
Gnosis, God of Knowledge, Magic, and Science
Patron of Pont-Ciel, Mages, Scholars, Scientists, Engineers
A Divine which represents wisdom, learning, and now science. He is commonly depicted as an astute scholar in different stages of life— the aspiring student with bright eyes, the learned scholar with tome and scroll in hand, and the wisened professor with wrinkled eyes and a long beard. Worship of him has increased substantially since the start of the Fourth Era, as he has been taken as patron of scientists, engineers, and technicians where he was once primarily honored by mages.
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Elysia, Goddess of Love and Art
Patron of Domnesti, Artists, Craftsmen, Lovers, Youths
A Divine which represents the heart’s passions, from romance to the arts. She is commonly depicted as a beautiful maiden in the bloom of her life, dressed in fine silks with long hair. She is favored by creatives and lovers, who believe that her worship will grant inspiration in their work or bring them fortune in matters of the heart.
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Sylvana, Goddess of Nature and the Hunt
Patron of the Free Territories, Hunters, Gardeners, Farmers
A Divine which represents nature, animals, agriculture, and hunting. She is commonly depicted as a strong and hearty matriarch, with a large smile and inviting eyes, wearing a Veridian tunic with a bow slung from her shoulder and a sickle at her hip. She is favored by gardeners, hunters, farmers, mothers, and earth-bound nomads alike— anyone who relies on that which the land provides.
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Moros, God of Death and Commerce
Patron of Anhari, the Deceased, Shades, Merchants, Aristocrats
A Divine which represents death, decay, and trade— a combination brought about by the common belief that one must pay a “tithe” to hell, leading to traditions like entombing others with coins or material possessions to grant them safe passage to the Underworld. He is commonly depicted in black robes, his face obscured by a mask of gold, one hand slightly extended out with its palm up to receive the tithe. It is common to place spare coin upon the hands of statues depicting him, or at the foot of murals, to bring good fortune in business, finance, and trade.
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Kharn, God of War, Strategy, and Victory
Patron of Veritas, Soldiers, Mercenaries, Athletes
A Divine which represents competition, traditionally regarding war and battle, though more commonly in sports, conflict, and debate. He is depicted as a general of formidable presence, clad in little but sparse armor, muscles on full display, with a greataxe in hand. He is worshipped by those seeking favorable outcomes in battle and in competition, and praised further by champions, who believe they were guided to victory by Kharn himself.
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Faelis, Goddess of Fate and Justice
Patron of Fainnard, Knights, Lawyers, Justiciars
A Divine which represents law, order, balance, justice, fate, and morality— philosophers and scholars have compiled a universe moral code that they believe she established, which outlines the belief that one must act for the greater good and demonstrate selflessness and kindness, and that Fate is fluid— nothing is set in stone lest you wish it be. She is depicted as a three-eyed knight with a scale in one hand and a sword in the other, her gaze set forward to the future. She also broadly represents the cosmos and the celestial bodies, with a common belief being that she set the universe’s rotations in motion.