(^Find the quests here under the "Trial Logbook" section, try to get to 85%!^)

Maps
Spoiler

The Astral Gauntlet (The Arena)


Spoiler
Velmoria
Culture: Magic is the essence of life in Velmoria. Those who weild are revered, while those without it are relegated to servitude. The people believe magic is not just power, but a sacred connection to the Void and Enshadowed Realms presence. The high Mantra is worshipped as a god-like figure. Offerings, rituals, and bargains are made by the people in hopes of gaining her favor and protection. Annual ceremonies are held in honor of the Mantra, with citizens offering their most prized posessions.
Politics: The High Mantra is an ancient immortal mage who is bound to Velmoria by the Void, the ultimate force that drives all magic in the Enshadowed Realm. The ruling body of Velmoria, The High Coven, consists of the most powerful mages, each representing a unique school of magic. Their authority is supreme, but they are ultimately guided-- and sometimes constrained-- by the High Mantra. The games are Velmoria's greatest tradition, serving both as entertainment and a way to replenish its ruling class.
Landscape: The landscape of Velmoria is very foreboding, a place stuck between past and present with its ancient evergreen woodland and jagged peaks, contrasted by dramatic-yet-elegant villages. The common buildings are formed primarily of stone and dark wood, with Celtic elements that blend with the surrounding nature. Dark Gothic castles host the High Coven and their events, and these castles often feature elements of nature throughout. After all, witches draw their power from the natural world.
Leaders: The High Mantra and The High Coven
Magic: Magic forms can be summoned in many different ways-- from air mages, to blood mages, to time mages, to fire mages. All magic is derived from the Void and distributed among citizens of Velmoria by the High Mantra. Magic in Velmoria is conjured by using wands as conduits-- except for the High Mantra and High Coven, who use objects as conduits.
Ashen Isles
Culture: The culture is extremely against magic and magic-users. Many believe magic is like a disease, and witches are a threat that will result in their slow corruption and death. The citizens themselves are kept relatively poor and almost completely reliant on authority for their daily needs. Even to those who come to resent the Chantry are still moved by the deity it props up, Imperia--an ancient witch huntress who is said to have achieved divine status by burning her magic-contaminated flesh in cleansing fire. Ever since, both Imperia and the element of fire have become sacred to the culture and manifest in many forms, in citizens' private lives.
Politics: Theocratic in nature, the land is governed by the Chantry of Golden Flame, particularly the man at the head of it, the Absolute. The Chantry is deeply corrupt and controls nearly everything in the citizens lives, using Imperia as their scapegoat. The Chantry's practice of burning people at the stake is said to be reserved for magic practitioners alone, but a suspicious amount of dissenters and personal rivals have worked their way into the mix. They're also said to maintain control over citizens through a cycle of reliance, raiding the vessels and fields of farmers, hunters, and fishermen after each trip. Most of the harvest is taken by authorities, and they can't do much without their land--or them--being put at risk of being burned.
The Ashen Isles are in a silent war with Velmoria. Relations with the Dead Zone are relatively neutral, with the odd squabble in history over accusations of "protecting witches." As for the Wartorn Isles, as the name implies, the Ashen Isles was more than happy to raid them after the discovery of more practitioners in the area. They've since let up, but still look down on the area as a pitiful place that can do anything to challenge them.
Landscape: The Ashen Isles are a relatively rough terrain. The land is rife with hard clay, dry woodland, and stone plains that make agriculture a challenge. There's a fair mix of wildlife that has adapted to the terrain, but crops aren't that pleasant, mostly limited to things like grains, legumes, cabbage, and cacti. Fruits, sugar, and other goods are exotic and difficult to get a hold of.
Capital: Civitas Cinere (City of Ash).
Leaders: Chantry of Golden Flame and its current Absolute, Ardere Jaque.
Magic: Magic is outlawed in the Ashen Isles, and witches are "purified" of its influence via burning at the stake. However, there are still a select few who have the capacity for magic, and they often take their practices underground to avoid persecution.
The Dead Zone
Culture: Anti-Magic, some residents long for magic but have been blacklisted and or rejected by The High Coven
Politics: N/A
Landscape: The Dead Zone is a very wet, marshy terrain. In the absence of magic or its accompanying superstitions, the people--though small in population--have grown to be among the most innovative in machinery. Inhabiting pockets among the mostly-barren terrain, towns are often built along docks with several wooden walkways and roads, the dryer shores reserved for more important buildings. Through oil and steam, strings of copper lights, small trolleys, and other very primitive forms of technology are available.
Leaders: There's no definitive leader for the Dead Zone. It's a very dog-eat-dog kind of area. The closest you'll find is a chief or captain in for each separate town--and few if any are very compassionate types.
Magic: There is no magic in the Dead Zone. Even the most talented witches will lose access to their power here, making it an ample place to exile condemned practitioners--or a good hiding place for any desperate ones.
Wartorn Isles
Culture: The Wartorn Isles are the poorest of the nations. Once a decent area with a range of resources across its islands, the Ashen Isles began a ruthless barrage on the place when they picked up rumors that the land was harboring witches. The attacks have since stopped, but the land is now reduced to near-ruin. People can only survive on the most meager of crops, what little game there is left to hunt, and--the primary source of sustenance--fish and other goods from the sea. Fruits and quality meat, and goods like gold and gemstones, are pretty much impossible to find. Their most valuable resources are iron, stone, and what little sea goods they can share, like whale bone.
Politics: Today, the Wartorn Isles don't have the time, energy, or resources to waste time on conflicts. They keep to themselves, and when they do engage with other nations, it's solely for trade and other necessities--usually reaping supplies from the ungoverned Dead Zone. This isolationist nature carries over into the land itself. For security purposes, villages are enclosed by large stone and iron walls, and anything built beyond them is usually shoddy and easy to rebuild. Most authority is localized, falling on a village commander, but anything concerning the full scope of the Wartorn Isles falls on the most influential family--the Knotley House.
Landscape: The Wartorn Isles is an archipelago--a cluster of smaller islands. The landscape is very rocky and barren; most trees are dead, and the only green you'll find is a weed or some algae. Game includes a few burrowing or digging creatures, and scavengers like crows or foxes. On the shores or the shallow reefs between the islands, you'll find a number of long-abandoned shipwrecks and masses of driftwood. Likewise, on the land, you can still find remnants of past villages that have since burned down.
Leaders: Lark Knotley, Current head of the Knotley House
Magic: Magic is not necessarily demonized, but in a lot of inhabitants' eyes, it is a bit controversial due to the past war. It's also hard for practitioners to hone their craft due to the severely limited resources. However, it's not impossible to find the odd witch here or there.
Side-Character Template
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[b]Name:[/b]
[b]Gender:[/b]
[b]Appearance:[/b]
[b]Personality:[/b] (in short, are they more likely to help, ignore, or attack a participant? lol)
[b]Reason For Participating:[/b] (in short, what are they trying to get out of this?)
[b]Magic Type:[/b]
