Aetheral

Dream World!

Feb 18th, 2017
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  1. Dream World.
  2.  
  3. Dream World is the world daemons live in. To understand it, first, one must draw some comparisons to Corius, which is a far more Earth-like world.
  4.  
  5. First of all, Dream World is mostly flat. Sure, there is a degree of depth to it, but it exists as a flat world. Since doesn't need to rotate around a star or so though, this rarely has been a problem. As a matter of fact, Dream World as a whole is a dimension of it's own.
  6.  
  7. Second of all, time there works differently. The common consensus is that it goes three times faster, so one year on Corius, is three years in Dream World! This means a daemon that's 15000 years old, would have begun their existence roughly 5000 years ago, on Corius time. But it doesn't end here! No, no... According to some SHADY STUDIES!!! there is word that apparently this time displacement was NOT always the case! Heck, at times, the time rates might have been the same, or even reversed, with respect to what they are today! This argument is not concluded , as of yet, but the common agreement is that for at least, the past 5000 or so daemon years, the rate was 1 second on Corius, being 3 on Dream World!
  8.  
  9. Third of all, there is a weird... Thing, going on with it's celestial bodies. Dream World has four suns, seven moons, and six major star clusters, as well as three odd "chariots" who deal with the changes in weather, and day and night cycle. The suns of dream world are much, much smaller than our stars proper, and the heat as well as illumination they radiate, is adjusted as well.
  10.  
  11. The suns are split in groups of two. The bright suns, Helia and Auris, and the hot suns, Sola and Tephekan. Out of these, Helia is appropriately bright (and hot as well) as to give the lands she shines on, a climate of mostly Mediterranean characteristics. Tephekan, grants more of a continental feel to things however. He is odd, that his full heat becomes apparent only on specific parts of the world.
  12.  
  13. Auris is oft considered to be "too bright" by most foreigners to his lands, but is in fact not quite so. Mostly normal, actually. Then there is Sola. Her lands are almost uninhabitable and she is considered a monstrous and cruel fiend, that scorches everything under her. And yes, these Suns (as well as the other celestial objects) are daemons, and have physical embodiments.
  14.  
  15. Helia and Sola are fixed above the north and south respectively. Except, for some reason daemons refer to them by the opposite direction. Helia is the Sun of the South and Sola is the Sun of the North. Auris is the Sun of the East, and Tephekan of the West.
  16.  
  17. They perform motion. Auris turns off his sun form, and goes through a tunnel, underneath Dream World, over a third of the day. The first third is spent fixed on East, and the third after his passage, on the West, on Tephekan's starting position. Tephekan circles Dream World. When he reached Auris' position, Auris appears on his.
  18.  
  19. The Moons are different. There are seven of them, three mobile, and four immobile. The Immobile Moons are found atop a massive volcano far into the south, a large northwestern city called Norgrand, a city in the eastern shores called Dae Shozen, and the Red Forest, in the south, but a good deal north from the above volcano.
  20.  
  21. One of the mobile moons, on the other hand, moves above the shores of the Vast Ocean, which is located in the center of Dream World, another goes diagonal, from Northeast, in the Gugin Empire to Southwest, in some swamplands, and the third doesn't "move" per say. She just appears in random places. Out of the moons, four are female and three are male. There isn't much else known about them as they do not appear much in their physical forms.
  22.  
  23. The chariots, are the Chariot of Dawn, which begins the process of turning night to day (as the sun itself cannot produce enough light to obscure the whole sky), the Chariot of Dusk which does the opposite, and the Chariot of Weather which works for one of the original daemons, called Mazarc, and controls the weather for him.
  24.  
  25. The stars are even smaller, and even more distant, even if their glimmer is the same as the one we know and love, from our own world. They are split into six clusters, which correspond to the star signs most common with daemons, bar one. These six are, the White Peacock, Black Serpent, Golden Spider (The Golden Spider is the fourth biggest cluster, but there are very few Golden Spiders), Bronze Drake, Sorcerer-Sage and The Fish (this name belong to both, a constellation and a mythical daemon).
  26.  
  27. There is a massive number of less relevant star signs as well. Daemons can chose their star sign on their own, or have it assigned to them (if they wish) from whatever guardian or parent figure they have (IF they have one). Some even make one up, corresponding to a single star nobody every thinks of or notices and might just be in their imagination.
  28.  
  29. Now, this said, Dream World has eight major directions, just as with us. East, South, North, West, then Southeast, Southwest, Northeast and Northwest. However, they are usually clumped together into West and East. Weird huh? We'll go into them further in this paste.
  30.  
  31. Onto it's history, Dream World was created a vast amount of time go, and even with daemons being immortal, a whole lot of them don't remember much from that time. Or it is all a government conspiracy. Who knows. It is assumed a being called Inthar Naht was the first daemon to appear, in a weird land, of stone pillars rising from an endless sea, in which a purely white sun, laid sunken in the waters. Following his birth, twelve more creations came in, one by one.
  32.  
  33. And these were called the Twelve. Their existence is not doubted, and them, as well as Inthar, are considered incredibly important and powerful figures. They all have major roles, such as controlling the weather, the waters, death, life, the afterlife, etc etc. the Twelve shaped history for the first Age of Dream World, the Age of Creation, lasting 4000 years. Then the second age came to be, the Age of Warriors. Lasted roughly the same time too. Then of course, the Third Age, the Age of Dominions, which is currently ongoing. But it has also been nearly 4000 years... So who knows what might happen now.
  34.  
  35. It is said that cataclysmic events precede these ages switching. The two previous ones have ended with the destruction of ancient cities of great importance at the time. So yeah, watch it.
  36.  
  37. Dream World civilization's surfaced in ancient times, where the Twelve planted seven legendary cities, out of which six are known, and three survive to this day. The ones destroyed in the above paragraph, for example, were two of the ones who DIDN'T make it.
  38.  
  39. Other than this, there are two major events from "recent history" that people should know about. The first took place 1500 years ago, where a certain King, with a lot of influence, called Stellios XI, decided to invade Corius, when Corius was particularly weak. That did not go well, surprisingly.
  40.  
  41. This also sparked major conflict between the East and West. Since the Eastern leader was against that, but the Western leader, the above mentioned Stellios, wanted it to happen. And then due to the authority the Western rulers have always possessed over the entire world, things went a bit unpleasant, when the West turned to have been very wrong about it all, the East thought it was no longer a good idea to obey them.
  42.  
  43. Currently both sides are at a conflict, a grand war between both sides. For more information, you would have to look into the matter within the roleplay itself.
  44.  
  45. NOW, onto Dream World itself.
  46.  
  47. As said, it is split in two major sides. The West and East. The West, is home to the Dominion of the Celestials, which is far to the said west, and spans a vast area of land in a series of interconnected cities. They form one, super huge metropolis together, basically. The capital however, is walled off, and secluded, entrance to it not allowed for most people. It is roughly the size of the U.S. There are literally districts in which whole mountain ranges to be found. (Further to the West, is the Western End, also known as Dream's End Canyon, which leads to a dark void, with apparently, nothing in it. Hence, a void...)
  48.  
  49. The predominant race here are the Celestials. They rarely accept other humanoid daemons, who are NOT Celestials. And if they do, you can bet these people earned it. Or are from Golthea. Most of the Western army leadership is Golthean, really, so it makes sense. The laws here are extremely strict, but there aren't too many laws. Things like flight in certain zones, or hunting in certain areas, are punishable by death nevertheless.
  50.  
  51. -------/-------
  52.  
  53. Now, LESS to the west, and more to the central region of the western side of Dream World, lies Golthea. Golthea is a powerful and currently quite relevant kingdom of the west. It has a number of cities, built in generally mountainous regions, although it does also have a number of fields and lakes in it's territory which are supplied with cities. Golthea has a mostly typical pre-Steampunk level of advancement. Guns aren't too precise or quick, and there are some new discoveries or the like, being made, but nothing too big, so far. Yet.
  54.  
  55. Golthean daemons are in most part, humanoids. To be fair, they come from a mixture of races, and as a result, one cannot call it a "humanoid daemon kingdom" as lightly. It is incredibly populous, but until recently was a bit undeveloped on the cultural aspect. As a matter of fact, about 400-500 years ago, Golthea was a very isolationist country, something that harmed both those wishing to come from the east to the west, and those who wanted to go from further west, to the east, as the shale of it's territories, (a lengthy vertical bar of land, basically) was very obtrusive to the process of exchange.
  56.  
  57. But with the old royal dynasty overthrown, and with the current King, Feldrin I in the throne, things are looking up.
  58.  
  59. -------/-------
  60.  
  61. If we move even further west, we would find the shores. The Shores are home to a number of independent city states, which aren't too expansive, due to the areas around said shores being mostly swamplands and bogs. However, a portion of a prominent daemon race resides here, the Frogkin.
  62.  
  63. The matter of said independent city states, expands to the northwest as well. It is here that the mountains grow even thicker, and the weather becomes colder, but these city states are far more advanced as well. They have access to the Daran Sea, which is a rather big, more inland-inclined portion of the Vast Ocean, and allows several fleets to trade through the many harbors of the northwestern coastline, as well as, not to mention, the rest of the shores of all of Dream World.
  64.  
  65. -------/-------
  66.  
  67. Further north, but still in the northwest, things get cold as fuck, as some of the mountainous regions clear up, to allow for snow and ice covered plains. While there was once civilization here, now, nothing grows, nor does anything decide to settle. Everyone only passes through.
  68.  
  69. And then we hit the north proper. One of the legendary seven ancient cities lies here, and it is the center of the entire region geographically, economically, culturally... In any way you can think of, really. Most of the archipelago is uninhabited, and there are some unexplored islands as well. Helia shines right above it, with all of her brightness, and she is considered the patron or defender of these islands.
  70.  
  71. All in all, they have a good deal of commerce, and a major portion of people visit the are at least once in their life. Tourism, as well as some trade, is what keeps this place alive. Further north, is of course the Northern End. It is not known as anything other than that, and even that is a rarely used term because few are stupid enough to actually go out there. Hopefully not the people reading this are not among these few.
  72.  
  73. -------/-------
  74.  
  75. And now that we are done with both West and north, let us continue the cycle to Northeast. Simply put, these area is, not as cold as it's Northwestern counterpart. But it is still fucking cold. Or as it's inhabitants would say "Waka niish uwu gugi". Indeed, it is home to the largest population of Snow Imps, and of their Gugin Empire. A mighty, balancing force in the eastern affairs, as well as what has been holding off a full scale direct confrontation between the east and the west for so long.
  76.  
  77. Very organized, and also very powerful, the empire spans the whole northeast. However, they are not very open about what they do inside of their homes, with foreigners. Generally though, they value long standing traditions as well as the virtues of freedom, honor and valor, inherited from the Age of Warriors. They also are very patriotic, and revere their Empress greatly.
  78.  
  79. -------/-------
  80.  
  81. And then going down, the territories of the United Legions of Khaz Dael (Land of Dust), which is what they call themselves... But the Westerners just called them the Horde of the East. Or just the East. This land is host to 48 free cities (all of their names begin with Dae (which means 'city') e.g Dae-Gin, Dae-Mok, Dae-So), and a single, supposedly united government, formed 1500 years ago, under the leadership of one, Thorg. The Eastern leader mentioned up there, in other words. This conglomerate of races includes everything from Ogres, humanoid daemons, eastern Frogkin, Forest/Jungle/Feral Imps, Witchfolk, other diminutive races, other...not so diminutive races, etc etc.
  82.  
  83. There are different laws, on every city and it's surroundings. For some of the major temples in the area, around which a community builds...yeah, different laws there too. The United Legions don't have a very centralized style of governing, and this while land shows it. Nevertheless, the leaders of most cities are appointed by the Legion's leadership. In some areas they have a slightly pre-Steampunk sort of development, like Golthea, but most are around medieval, either way.
  84.  
  85. -------/-------
  86.  
  87. Moving further south, one finds the southeast...duh... And the former Kingdom of Rhaliden. Rhaliden was also one of the original seven cities. It's destruction marked the end of the Age of Warriors and the passage into the Age of Dominions. Rhaliden's old cities, while vast, are now, populated in much less of their original capacity.
  88.  
  89. The original Rhalid daemons, known for their affinity and mastery over fire, were mostly driven extinct, in the destruction of both, their capital AND their country as a whole. Now, this land serves as a host to the cult, and general following of an ancient and dangerous daemon, called V'Zarr. A brief note here, V'Zarr is a Lost One. Lost Ones were a number of daemons created directly after the Twelve, but who did not enjoy as many great boons.
  90.  
  91. And were thus, made very jealous of their elder brethren. Much conflict, has sparked over the two groups in the age of Creation, when the Twelve were not as mighty as they are to this day.
  92.  
  93. --------/-------
  94.  
  95. Further south, from Rhaliden, is the beginning of the proper Southern Jungles. They are split into seven separate parts, or Forests, as they are called. Each is lead by a powerful Shifter daemon, called a Druid, and every Druid is greatly respected, and revered in their respective Forest. The center of the Forests, and of the Jungle, was once home to a vast, ancient city. It's destruction brought about the end of the Age of Creation, in a cataclysmic event, that few remember.
  96.  
  97. These areas are barely populated. Plant-like daemons wander here, as well as numbers of feral imps. Some water daemons hang by one of the seven Forests, that is crossed through by a huge river. Nevertheless, the area is quite lively. As another note, a population of Shifter Daemons lived here. They had mostly human forms, but shapeshifted into beast like entities, originally, unwillingly.
  98.  
  99. But most of them moved to Golthea, under the promise that if they fought for the West, they would be given homes and stuff. Of course they accepted.
  100.  
  101. -------/-------
  102.  
  103. Further south, is the desert. The fucking desert. There is nothing there because the sun is way too hot, and no daemon in their right mind would spend any second further than was absolutely necessary!
  104.  
  105. But once upon a time,one of the legendary seven cities, stood here. It was destroyed. Pretty badly too. Giant Space Rocks fell, everyone died.
  106.  
  107. Moving on, to the small plot of land between the west proper, and the south... Are the Darklands. A small, secluded mini-country, where the land is charred, dark, nothing grows, and there are no cities or signs of life for miles. Monstrosities rise, as if fed by the ground itself, and many daemons who affiliate with the vile and forbidden, visit this place.
  108.  
  109. Aaaand that is it! We have gone full circle. There is of course, the Vast Ocean at the center. But that's some other stuff. It is largely unpopulated. Just....lots...and lots...and lots of water. Of course there are water daemons too... But they mostly hang on the shores. There ARE rumors of an island kingdom, that has appeared near the center, but these are far and few between. Barely anybody knows much about it now.
  110.  
  111.  
  112. Other lesser factions:
  113.  
  114. The Eastern Archeological Society. Lead by Knight Commander of the United Legions, Sir Boopy Fluffcuddle, this organization seeks to unearth the secrets of ancient Dream World and hopefully, ancient Corius as well. They have offices all over the East, in every single one of the 48 major cities(the Daes) and have spread out quite a bit on the West as well. Nowadays, they serve an academic function, mostly, with expeditions being far and few between.
  115.  
  116. Norgrand Trade Fleet. Set around the Daran sea's shores, this fleet is centered in Norgrand, a bustling city state, found there. They trade all over the shores of Dream World, and the Vast Ocean is like a home to them. They are very rich folk, who can afford a lot of allowances in their business.
  117.  
  118. The Frogkin Mafia and the Fishkin Mafia . Once again, set in the northern reaches of Golthea, as well as mostly around the Shores, they are a prominent force in the independent city states. The two organizations do NOT mingle, and have a strict no-contact policy, trying to avoid meetings between them at all costs. A Fishkin can never join the Frogkin Mafia, and neither can a Frogkin join the Fishkin Mafia.
  119.  
  120. Ailwan Radicals. A number of revolutionary crazies, that originated as a small band, born to fight off the original invading Western Force, in a backwater village of the Ailwan Prefecture, in the East. Once the invasion broke off, the Radicals didn't disband however. Their effort to undermine the system that had conquered them, turned to undermining both it, and the system that let itself be conquered, in their eyes. No relation to anyone bearing the name, or last name of Ailwan.
  121.  
  122. The problem is, that the Ailwan Radicals have formed their own province, somewhere in between Rhaliden, and the Southern Jungles. There are some mountains there, and they control the area. Some radical cells, are also found on the borders of the Darklands. So be careful!!
  123.  
  124. The Cult of V'Zarr. Mentioned above. Their subject of worship is a massive goowing eyeball, chained underneath the grounds of Rhaliden. Hence, most of their bases are underground, close to the location of their sinister lord. V'Zarr is pronounced like "Visor" mised with "Bizarre". "Visarre?" (Get it?? Bc he is a big eye hence Visor and he is also very Bizarre so.. Yeah!). They have a surprising amount of power!!
  125.  
  126. Council of Mages. A former organization of mighty Magician type daemons, that regulated the use of abilities, and conducted research on them, as well as many phenomena related to dream force. Disbanded, since the past two millennia. Nevertheless, they are noted in history.
  127.  
  128. They used to select a leader, an Archmage. The few recorded ones, were truly remarkable figures of daemon history, although nowadays, the remaining members, about twelve, are spread out, and bear the title of Master/Magister. They deal in the business of discovering Echoes, Artifacts, as well as training sorceries and the like.
  129.  
  130. The Dawn Crusade. A West stationed crusade, that has taken up the cleansing of corruption and evil! Mostly, their effort is focused on defeating the abominations found in the Darklands, but they can be dispatched at any location, bringing their great might, with them as they march. They are endorsed by the Celestials, and all other Western factions. Most of the East, South and North approves of them as well.
  131.  
  132. The League. They do so many things, nobody could find an X in the "The League of X" for them. (And if you say Legends, I am having your character brutally murdered). They adventure! They explore! They kill monsters! They duel each-other! They try to conquer the world! They also try to save it! These people are exceptional men and women, who enjoy the exceptional things in life. They are the only group in Dream World to accept human members, and who have contact with Corius at large.
  133.  
  134. The Seekers of Aleris. A group of crazies who are after some mythical place called Aleris. There is a lot of debate as to WHAT Aleris actually is, but the Seekers themselves say it is the lost city, of the seven. The one nobody knows about and all. Not a very good group to be affiliated with.
  135.  
  136. The Censors Office of Western Dream World: An... odd organization, or office for that matter, the Censors are a remnant of the times where the West exercises authority over all of Dream World: they had to be reached in order for any publication to get through. Nowadays nobody cares much about them, but it is still their duty to go out and seek any potentially harmful books, and make sure they are properly censored.
  137.  
  138. Mostly their members enjoy a minimal government payment, and in return get to laze around all day doing nothing.
  139.  
  140. There are also, many other factions, although they are mostly local, in both location and sphere of influence. Ask me if you want to know more/if it concerns your character.
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