
The kingdom of Blitzia stretches across a continent of nine united regions, each sworn to unification after defeating a common enemy, the Draugr Queen, 300 years ago.
Blitzia's history of monarchs - some good, some bad - have upheld a fragile peace since then, but ruling a kingdom so large is no easy undertaking. Outlying regions like The Reach and Eider Isle have long been known as popular hideouts for outlaws and dissident factions.
Today, in its medieval/renaissance technological era, Blitzia is deep in the throes of a civil war over an apocalyptic prophecy that foretells the coming of an endless winter:
When ice and water overtake,
the world and land to sea will change,
and only for royal exchange
will frozen world avoid seaquake.
As dead and living peer through lake,
divide across a mountain range
will ice unite and overtake,
the world to frozen sea to change.
From fiery lands will ice jailbreak
and journey to our land arrange
with pow'r of water, world derange,
and world itself will it unmake,
if ice and water overtake.
the world and land to sea will change,
and only for royal exchange
will frozen world avoid seaquake.
As dead and living peer through lake,
divide across a mountain range
will ice unite and overtake,
the world to frozen sea to change.
From fiery lands will ice jailbreak
and journey to our land arrange
with pow'r of water, world derange,
and world itself will it unmake,
if ice and water overtake.

The prophecy has sparked kingdom-wide unrest. Each person will find themselves aligned to one of the factions that have arisen in its wake:
The Loyalists: Headquarted in Blitzia's capital, Ebony, and supported by King Rhys, The Loyalists are actively trying to prevent the apocalypse. There are many who shun this faction simply because they are passionate in their hatred of Blitzia's corrupt monarchy and see them as one in the same.
The Kindling: Headquarted in Onyx and led by King Rhys' half-sister, Aveline, The Kindling have taken the "royal exchange" piece of the prophecy to heart. The Kindling are single-minded in their quest to encourage the king's demise and place Aveline, his heir, in his place.
The Izhali: Headquartered in Whitehook, The Izhali believe the prophecy foretells an inevitable future that will, in the end, only benefit the world, inviting a new era of prosperity and freedom. Shunning the monarchy in all forms and seeing religious significance in the encroaching frost, they are led by Izahl, a water sorcerer priest who specializes in manipulating ice.
The Skeptics: The Skeptics don't believe the prophecy is legitimate at all; if anything, they believe the fallout from the conflict between the other factions will be its own apocalypse. This faction is much more loosely defined and has no leader. Most members dismiss irrefutable signs of global freezing as completely natural cycles that simply need to be adapted to and pose no insurmountable risk to agriculture and humanity as a whole.

Blitzia is, as a whole, a low fantasy world. Magic exists, but most people in their day-to-day life will not interact with it in any way. Your roleplay can exist with or without it.
Approximately 0.5% of humans are, at random, born with the ability to control a certain magical element. Once these humans have been identified by the monarchy, they are usually transferred to Vediatha, the magic hub of Blitzia and the nesting ground of the dragons, to be trained and, ultimately, controlled. Young adult sorcerers are then assigned to different regions to assist where their specialty is most needed, and when they're older they sometimes return to Vediatha as professors. This, of course, does not account for sorcerers who were not successfully identified and taken at a young age, or sorcerers who have escaped to forge their own path.
Should you choose to create one of the rare sorcerer characters or feature magic in your story, here's a deeper dive into how magic works in Blitzia:
Spoiler
Elements:
Water: Often used for agriculture and religious ceremonies, these magic users have the ability to control existing bodies of water by manipulating their paths [like directing them towards crops, or controlling them in temples.] These magic users work in the fields, or in religious roles as priests. Magic users could potentially use this to manipulate weather patterns by drawing more water into one spot to create rain, or by pulling water away to create a drought, but this potential has been overlooked by the government-- as far as the public is aware.
Fire: Often used for advanced cooking and baking, these magic users have the ability to control fire temperatures to a minute degree that otherwise would be unachievable without modern appliances like gas or electric ovens/stoves. These magic users work in bakeries and butcher shops around the kingdom, along with working in households as private chefs for the elite or the government. Magic users could potentially use this to engage in advanced warfare, but this potential has been overlooked by the government-- as far as the public is aware.
Light: Often used for lighting government buildings and the houses of the elites, these magic users have the ability to create and manipulate waves of light to artificially light a space without the presence of sunlight or fire. Magic users could potentially use this to artificially create darkness for military attacks, but this potential has been overlooked by the government-- as far as the public is aware.
Rock: Often used for construction, these magic users have the ability to move and carve rock structures to create decorations, and, in more talented examples, houses and buildings. Magic users could potentially use this to create advanced weaponry at speeds faster than any smithy currently operating, but this potential has been overlooked by the government-- as far as the public is aware.
Plant: Often used for crop growth, these magic users have the ability to expedite plant growth and to vaguely affect the direction in which a plant grows, bringing them towards the sun, towards water, away from other crops, etc. These magic users work the fields of fruit trees and grains needed to sustain the kingdom. Magic users could potentially use this to build structures of plants or manipulate plants as a means of transportation, but this potential has been overlooked by the government-- as far as the public is aware.
Soundwave: Often used for long-distance communication, these magic users have the ability to send soundwaves at high and intense speeds without disrupting the quality of the audio. This has been used to create medieval telephone systems, often only used by the extremely rich and powerful to keep in touch between different cities. For most, snail mail is still the way to go. Magic users could also potentially use this to hear or pull soundwaves from long distances away to eavesdrop or spy, but this potential has been overlooked by the government-- as far as the public is aware.
Extent of Powers:
Magic users tire quickly. The system of magic is not built on natural ability [who has more or less magic] amongst magic users, but rather, the exercising of the "magic" muscle. Those who utilize magic in a certain way all the time are REALLY good at using it in that certain way quickly and can do it for a long time without tiring. Even within one magical field, if the user does not regularly use the magic for a specific purpose, it will be hard, take a long time, and they will not be able to do it for long.
For Example: A Soundwave user always uses their magic for long-distance communication, operating telephone systems between two cities. They do it all day every day, so it comes naturally to them and their muscle is built up. This same Soundwave user has never attempted to use their magic for long-distance spying. If they tried, it would be difficult, unnatural, and they would not be able to do it for long unless they wanted to risk "straining" the magic muscle, so to speak. They are totally capable of learning it, but just like physical muscles, it would take a while and some consistent effort!
Water: Often used for agriculture and religious ceremonies, these magic users have the ability to control existing bodies of water by manipulating their paths [like directing them towards crops, or controlling them in temples.] These magic users work in the fields, or in religious roles as priests. Magic users could potentially use this to manipulate weather patterns by drawing more water into one spot to create rain, or by pulling water away to create a drought, but this potential has been overlooked by the government-- as far as the public is aware.
Fire: Often used for advanced cooking and baking, these magic users have the ability to control fire temperatures to a minute degree that otherwise would be unachievable without modern appliances like gas or electric ovens/stoves. These magic users work in bakeries and butcher shops around the kingdom, along with working in households as private chefs for the elite or the government. Magic users could potentially use this to engage in advanced warfare, but this potential has been overlooked by the government-- as far as the public is aware.
Light: Often used for lighting government buildings and the houses of the elites, these magic users have the ability to create and manipulate waves of light to artificially light a space without the presence of sunlight or fire. Magic users could potentially use this to artificially create darkness for military attacks, but this potential has been overlooked by the government-- as far as the public is aware.
Rock: Often used for construction, these magic users have the ability to move and carve rock structures to create decorations, and, in more talented examples, houses and buildings. Magic users could potentially use this to create advanced weaponry at speeds faster than any smithy currently operating, but this potential has been overlooked by the government-- as far as the public is aware.
Plant: Often used for crop growth, these magic users have the ability to expedite plant growth and to vaguely affect the direction in which a plant grows, bringing them towards the sun, towards water, away from other crops, etc. These magic users work the fields of fruit trees and grains needed to sustain the kingdom. Magic users could potentially use this to build structures of plants or manipulate plants as a means of transportation, but this potential has been overlooked by the government-- as far as the public is aware.
Soundwave: Often used for long-distance communication, these magic users have the ability to send soundwaves at high and intense speeds without disrupting the quality of the audio. This has been used to create medieval telephone systems, often only used by the extremely rich and powerful to keep in touch between different cities. For most, snail mail is still the way to go. Magic users could also potentially use this to hear or pull soundwaves from long distances away to eavesdrop or spy, but this potential has been overlooked by the government-- as far as the public is aware.
Extent of Powers:
Magic users tire quickly. The system of magic is not built on natural ability [who has more or less magic] amongst magic users, but rather, the exercising of the "magic" muscle. Those who utilize magic in a certain way all the time are REALLY good at using it in that certain way quickly and can do it for a long time without tiring. Even within one magical field, if the user does not regularly use the magic for a specific purpose, it will be hard, take a long time, and they will not be able to do it for long.
For Example: A Soundwave user always uses their magic for long-distance communication, operating telephone systems between two cities. They do it all day every day, so it comes naturally to them and their muscle is built up. This same Soundwave user has never attempted to use their magic for long-distance spying. If they tried, it would be difficult, unnatural, and they would not be able to do it for long unless they wanted to risk "straining" the magic muscle, so to speak. They are totally capable of learning it, but just like physical muscles, it would take a while and some consistent effort!

The primary religion of Blitzia is Servoir which is followed and loved by many throughout the country. It is composed of a limited major pantheon that serves as the main figureheads for the religion, a more extensive minor pantheon that largely varies by region (similar to saints), a spiritual otherworld known as Nyrmaon beneath the waves, and a host of tales regarding these in addition to the creation of the world.
Important Figures:
Spoiler
Edona: The earthly mother goddess of the physical realm, she is believed to care and watch over the land. Her appearance is described by many as possessing hair as golden as ripe wheat, skin the color of freshly plowed soil, eyes as green as the first blades of grass in spring, and a gown that glistens with all of the colors of the land. Statues often depict her standing with a loving expression upon her face and her arms slightly more forward then at her sides, her palms upturned as if about to receive or embrace something.
Sylon: The quiet fatherly figure of the otherworld, Nyrmaon, that is said lies beneath the waves, it is believed that he is keeper of spirits and souls alike. His appearance is described as having skin a shimmering silver alike to a reflection, eyes a dark blue like the deepest regions of the sea, hair dark like squids ink, and robes that shift with all colors of the water. Statues often depict him with a serene expression, hands crossed over his chest as if keeping something close and protected.
Vonarel:The eldest child of Sylon and Edona, they act as the link between the physical realm and Nyrmaon. They have a strong connection to water itself as it is both used in the physical realm and Nyrmaon. They are the keeper of portals and usher of the ever flowing cycle of life and death. They pull and push the tides, smooth waves to welcome spirits, and bring rain upon land to give it life. Being as they are both present in the physical realm and Nyrmaon at the same time as a guardian between them, their appearance is described as a reflection which looks shockingly human and an equal mix of both their parents' appearances.
Noor:The second born of Sylon and Edona and twin of Fian, he is calm and has a large presence in the physical realm helping his mother by providing rest to all living things. He is said to watch over everything from the sky at night in the form of the moon then set in the West beneath the sea into Nyrmaon to rest. His appearance is more like that of his father's with silvery skin, bright eyes like the stars, pale hair the warm color of moonlight, and dark robes that shift with the colors of the night sky.
Fian:The last child of Sylon and Edona and twin of Noor, she has a large presence in the physical realm like her twin, helping her mother by giving energy to all living things. She is said to watch over everything from the sky during the day in the form of the sun then set in the West beneath the sea into Nyrmaon to rest. Her appearance is more like that of her mother's with warm golden skin, hair that shines like the rays of the sun, amber eyes like hot embers, and light robes that shift with all the colors of the sky in the day.
Minor Deities: These vary largely depending on region very much like saints. Often times they may be minor deities themselves with history from one of the major deities or even legendary figures immortalized in history within the pantheon. Many heroes of past ages have made it into this minor pantheon and have had their stories and names remembered as children or grandchildren of the great mother goddess, Edona.
Sylon: The quiet fatherly figure of the otherworld, Nyrmaon, that is said lies beneath the waves, it is believed that he is keeper of spirits and souls alike. His appearance is described as having skin a shimmering silver alike to a reflection, eyes a dark blue like the deepest regions of the sea, hair dark like squids ink, and robes that shift with all colors of the water. Statues often depict him with a serene expression, hands crossed over his chest as if keeping something close and protected.
Vonarel:The eldest child of Sylon and Edona, they act as the link between the physical realm and Nyrmaon. They have a strong connection to water itself as it is both used in the physical realm and Nyrmaon. They are the keeper of portals and usher of the ever flowing cycle of life and death. They pull and push the tides, smooth waves to welcome spirits, and bring rain upon land to give it life. Being as they are both present in the physical realm and Nyrmaon at the same time as a guardian between them, their appearance is described as a reflection which looks shockingly human and an equal mix of both their parents' appearances.
Noor:The second born of Sylon and Edona and twin of Fian, he is calm and has a large presence in the physical realm helping his mother by providing rest to all living things. He is said to watch over everything from the sky at night in the form of the moon then set in the West beneath the sea into Nyrmaon to rest. His appearance is more like that of his father's with silvery skin, bright eyes like the stars, pale hair the warm color of moonlight, and dark robes that shift with the colors of the night sky.
Fian:The last child of Sylon and Edona and twin of Noor, she has a large presence in the physical realm like her twin, helping her mother by giving energy to all living things. She is said to watch over everything from the sky during the day in the form of the sun then set in the West beneath the sea into Nyrmaon to rest. Her appearance is more like that of her mother's with warm golden skin, hair that shines like the rays of the sun, amber eyes like hot embers, and light robes that shift with all the colors of the sky in the day.
Minor Deities: These vary largely depending on region very much like saints. Often times they may be minor deities themselves with history from one of the major deities or even legendary figures immortalized in history within the pantheon. Many heroes of past ages have made it into this minor pantheon and have had their stories and names remembered as children or grandchildren of the great mother goddess, Edona.
The Two Realms:
Spoiler
The Physical Realm:This realm consists of everything physical that can be seen, touched, and experienced. The living reside in their physical forms in this realm until it is their time to pass on which it is then believed they go on to Nyrmaon. The physical realm is cared for by Edona and watched over by the twins, Noor and Fian, who take turns watching over the physical realm then going to rest in Nyrmaon.
Nyrmaon: This realm is believed to be a spiritual otherworld that lies beneath the water, cared for by Sylon. Its appearance is described as a rich world with an ethereal feel, most alike to the calm after a heavy storm where sunlight finds its way though the clouds and everything is at rest, renewed with fresh life. Lakes, rivers, seas, oceans, and even puddles are thought to be gateways, guarded by Vonarel, between the physical world and Nyrmaon. The calmer the surface of these natural bodies of water are, the stronger the gateway is and the easier it is to see past it. Nyrmaon is where the spirits of the dead are said to go to live on and rest once their time in the physical world is done.
Nyrmaon: This realm is believed to be a spiritual otherworld that lies beneath the water, cared for by Sylon. Its appearance is described as a rich world with an ethereal feel, most alike to the calm after a heavy storm where sunlight finds its way though the clouds and everything is at rest, renewed with fresh life. Lakes, rivers, seas, oceans, and even puddles are thought to be gateways, guarded by Vonarel, between the physical world and Nyrmaon. The calmer the surface of these natural bodies of water are, the stronger the gateway is and the easier it is to see past it. Nyrmaon is where the spirits of the dead are said to go to live on and rest once their time in the physical world is done.
Worship Rituals:
Spoiler
Priest-led Ceremonies: When a person with little income does not know what they want to do with their life or a trade to specialize in, priesthood is the likely next option. Open to all regardless of gender, priests lead the monthly celebrations and festivals honoring the holiness of water and its ability to bring life to all. Often taking place by the sea or by lakes or rivers, ceremonies often involve submerging one's lower half in the water and waiting until the ripples disappear. These ceremonies are said to bring a sense of peace and quiet to hectic lives, with large groups of people--sometimes thousands--submerging in the water together and staying in stillness. Any movement in the water after the submersion--whether waves, ripples, or tides--is said to be those in the afterlife touching their loved ones and embracing once more.
Individual Ceremonies: Many citizens, even those who are not extremely religious, keep a bowl of water near their entryway. It is custom for anyone entering the house, visitor or resident, to drop a pebble in the water and wait for the ripples to still before entering the home further. This signals that the ancestors of the residents have blessed their entrance.
Individual Ceremonies: Many citizens, even those who are not extremely religious, keep a bowl of water near their entryway. It is custom for anyone entering the house, visitor or resident, to drop a pebble in the water and wait for the ripples to still before entering the home further. This signals that the ancestors of the residents have blessed their entrance.
Stories and Other Important Details
Spoiler
Creation: (This is a summary that many if not all children of Blitzia hear early on. Even if not religious, it is often treated as a bedtime story.)
It is said that the world truly started when Edona and Sylon met. Their love grew so strong and beautiful that they each created a world to live in together. It was quite lonely in that world with only the two of them, though. What was the purpose of having a beautiful perfect world if they could not share it with others? The world they had made was fit for themselves but not fit for other beings.
Seeing how lonely Edona was, Sylon helped her in creating a place where she could form other beings of life. He pulled back the seas and she formed the land and physical realm above the waves. He gave her water and she formed innate life, plants, to cover the land. He gave her spirit and she created animals and people to move and speak with her. And with these creations she was happy as they were as much hers as they were his. She brought them to show him at the edge of the sea and return the spirits of those who had lived their lives before returning to the original home they had built for themselves in Nyrmaon (as now the world was separated into the two realms, the original Nyrmaon and the physical realm), promising to visit the living beings every day to care for them.
Sylon and Edona were happy, as were the living beings in the physical realm, and eventually Sylon and Edona started a family so that Sylon would not be lonely while Edona was away. The eldest, Vonarel, was both alike to their father and mother equally, taking interest in both Nyrmaon and the physical realm. Sylon noticd this and gave them the job of guardian between the two realms so that none of Edona's creatures would wander into Nyrmaon whilst she was away and perish. Soon, Vonarel noticed the creatures troubles when Edona was away and so the young twins, Fian and Noor, where asked to help their mother and watch over the creatures. They gladly oblidged, loving their mother greatly, and took to taking turns sailing across the sky once per day.
And so the world, as well as night and day were formed.
Winter and Ice: It is believed that the winter is the closing time between the physical ream and Nyrmaon. When ice covers lakes and seas, the physical realm and Nyrmaon are entirely cut off from each other. Just as the twins take turns assisting Edona in watching over all living things, Vonarel too tires from their endless guardianship of the portals. Vonarel is loyal to their duties however and it is said that they work themself to exhaustion and every year, close the portals with a layer of ice in the winter months to guard Nyrmaon while they slumber. In this time, Edona and Sylon are separated from each other without communication. Even though the twins continue to watch over the living beings of the land during this time, the land receives little care from Edona while she sorrows. However, when Vonarel wakes again, she rejoices and paints the land in the bright colors of spring at being able to see her beloved Sylon again.
It is said that the world truly started when Edona and Sylon met. Their love grew so strong and beautiful that they each created a world to live in together. It was quite lonely in that world with only the two of them, though. What was the purpose of having a beautiful perfect world if they could not share it with others? The world they had made was fit for themselves but not fit for other beings.
Seeing how lonely Edona was, Sylon helped her in creating a place where she could form other beings of life. He pulled back the seas and she formed the land and physical realm above the waves. He gave her water and she formed innate life, plants, to cover the land. He gave her spirit and she created animals and people to move and speak with her. And with these creations she was happy as they were as much hers as they were his. She brought them to show him at the edge of the sea and return the spirits of those who had lived their lives before returning to the original home they had built for themselves in Nyrmaon (as now the world was separated into the two realms, the original Nyrmaon and the physical realm), promising to visit the living beings every day to care for them.
Sylon and Edona were happy, as were the living beings in the physical realm, and eventually Sylon and Edona started a family so that Sylon would not be lonely while Edona was away. The eldest, Vonarel, was both alike to their father and mother equally, taking interest in both Nyrmaon and the physical realm. Sylon noticd this and gave them the job of guardian between the two realms so that none of Edona's creatures would wander into Nyrmaon whilst she was away and perish. Soon, Vonarel noticed the creatures troubles when Edona was away and so the young twins, Fian and Noor, where asked to help their mother and watch over the creatures. They gladly oblidged, loving their mother greatly, and took to taking turns sailing across the sky once per day.
And so the world, as well as night and day were formed.
Winter and Ice: It is believed that the winter is the closing time between the physical ream and Nyrmaon. When ice covers lakes and seas, the physical realm and Nyrmaon are entirely cut off from each other. Just as the twins take turns assisting Edona in watching over all living things, Vonarel too tires from their endless guardianship of the portals. Vonarel is loyal to their duties however and it is said that they work themself to exhaustion and every year, close the portals with a layer of ice in the winter months to guard Nyrmaon while they slumber. In this time, Edona and Sylon are separated from each other without communication. Even though the twins continue to watch over the living beings of the land during this time, the land receives little care from Edona while she sorrows. However, when Vonarel wakes again, she rejoices and paints the land in the bright colors of spring at being able to see her beloved Sylon again.


EBONY
The official capital of Blitzia--according to the Loyalists--, King Rhys lives and rules here, on the Western side of the mountain range. Ebony operates under an iron fist, with many holding the mindset that if you are not actively helping the cause against the apocalypse, then you are against the kingdom and therefore, a traitor. The distinction between nobility and peasantry is subtler here than in Onyx. While very few starve in the streets openly, there are rumors about whether that signifies financial prosperity, or if the unwanted have simply been hidden or locked away on minor charges. Citizens from all over are constantly entering and exiting Ebony on business and pleasure alike, and if you see a priest from Redwind or Whitehook breaking his vows in Ebony, the general consensus is no, you didn't. A place of business, secrets, and politics.
For more on Ebony, click here.
ONYX
Fighting for the title of capital, Onyx is home to King Rhys' half-sister, Aveline, who heads the Kindling faction of the prophecy interpretations. Built on the interpretation that to avoid the land of ice and water, they must sacrifice King Rhys to the sea and anoint Aveline in his place, Onyx has one of the biggest wealth gaps in the kingdom. The nobles are bejeweled, living in houses with up to dozens of magic workers to create artificial lighting, temperature control, and easy living. The civilians in Onyx barely scrape by, with many relying on the local woods for hunting and gathering. The general consensus in Onyx is that if Aveline were queen, poverty would disappear. No one seems to question why it still exists in Onyx, even though she's the one in charge.
VEDIATHA
Despite its proximity to the quarreling cities of Onyx and Ebony, Vediatha is very much its own little world, a haven for young sorcerers to refine their specialties in a sprawling magical academy hugging the foothills. Some say Vediatha is protected by some mystical shield, or perhaps marauders simply keep a wide birth from the dragons roosting in the peaks. For those who have been brought to Vediatha against their will, the walls of the academy feel more like a prison, their professors more like wardens. Of late, all students are enrolled in a class that enforces Loyalist beliefs.
For more on Vediatha, click here.
EIDER ISLE
The only reason why the Blitzia maintains a hold on this island is so that they can continue to mine a resource that isn't found anywhere else in the kingdom: Blue Amber, the fossilized remains of an extinct tree. Highly prized for jewelry and alchemy, the amber is mined by cutting trenches into seaside cliffs and landlocked canyons, extracting frozen blocks of ancient soil which is then thawed and parsed through. The easiest deposits have been long-since scooped clean; now, mining expeditions are sent into increasingly dangerous missions, into the mountains north of Eider Castle and out onto the tundra, teeming with frost wolves and outlaws. As is often the way history goes, the locals work as miners, but it is the elite from the mainland who make the majority of the profit.
REDWIND
A small, quirky city, Redwind is a popular tourist destination and its culture is built on promoting and maintaining artistic forms of expression, including magic using. Here, you'll find permanent ice statues carved by magic users and dance troupes galore. Due to its distance from Ebony and Onyx, along with its relative insignificance in the prophecy factions, Redwind is run by a small government primarily comprised of local people with the occasional representative from Ebony to represent the king. It feels like its own little world, and may feel far away from the politics tearing the kingdom apart. With its closeness to the Northern mountains and freezing climate though, the prophecy is sure to be on the minds of most citizens here.
WHITEHOOK
Blitzia's oldest and most well known port, Whitehook is perched on the Northwest coast, overlooking Nate's Harbor and the Sea of Serpents. Despite its importance in trade, it is somewhat isolated from the rest of Blitzia by both the mountains that back it to the East and the wintry climate, cultivating its reputation as a sleepy ice-fishing town that is disconnected and off in its own little world. However, with rising tensions and the Izhali making this quaint port as their home, it might not stay that way for long.
CLAYMEADOW
Home to nomadic tribes and mysterious ruins from an ancient civilization, Blitzia is dependent on Claymeadow for its animal husbandry. Horse traders travel north toward The Reach to capture and tame wild horses, while down in the arid plains, goat and sheep herds provide dairy products and wool. Generally self-sustaining, inner trade and family feuds are far more important in the day-to-day life of the general civilian here than anything related to the bigger cities. As politics rise between Onyx and Ebony, though, tribes and citizens are frequently being asked to choose sides--especially about the prophecy, and how their community will approach it.
For more on Claymeadow, click here.
THE REACH
The Reach consists of the upper portion of the Southern isle of Blitzia and is rich with green fields. It is much more moist then its drier sister region of Claymeadow, making it the perfect place for wild horses to be found. The city itself lies right on the edge of a large crater lake with a waterfall that plummets off the edge of the surrounding mountains, the only ones in the region. The gorgeous location would make for a lovely vacation spot if not for the crime. Being as it is an outerlying region of Blitzia, outlaws similarly flee to here just as they do Eider Isle, although this seems to be a more popular location as it is not as cold.
NARU
Naru is a city in decline surrounding a tiny oasis. The city is semi-ruined and has a low population due to an on-going drought that is suspected of being magically influenced. The ports nearby are a source of fresh food and water, both of which are transported there as the oasis is not large enough to sustain the entire city. Many people have essentially abandoned the city, though a few remain and don't wish to leave. The city is dying but there are rumors of buried treasure in the area with many people visiting to seek it out.

GLOSSARY of ADDENDUMS
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Has your party developed additional Blitzia lore you'd like to share?
Post it in this thread and we'll link to it here.
General Lore
Days and Seasons: Blitzia's Timekeeping
The Royal Family
Character Profile: King Rhys
Character Profile: Queen Myrra
Character Profile: Prince Nolan
Locations
Blitzia's Capital: The City of Ebony
Ebony's Prison: Ebony Keep
King's Abode: The Sterling Palace
Academy and Beyond: Vediatha
Region-Specific Lore
Claymeadow's Religion: Solkiln
Claymeadow: Setting Notes
Vediatha: Dragons
.
Has your party developed additional Blitzia lore you'd like to share?
Post it in this thread and we'll link to it here.
General Lore
Days and Seasons: Blitzia's Timekeeping
The Royal Family
Character Profile: King Rhys
Character Profile: Queen Myrra
Character Profile: Prince Nolan
Locations
Blitzia's Capital: The City of Ebony
Ebony's Prison: Ebony Keep
King's Abode: The Sterling Palace
Academy and Beyond: Vediatha
Region-Specific Lore
Claymeadow's Religion: Solkiln
Claymeadow: Setting Notes
Vediatha: Dragons
