A green expanse of trees and undergrowth stretches further than the eye can see. Rays of bright sunshine filter through the tops of the trees, lighting a quiet path that leads through the thick wood ahead. The air is fresh and clean, filled with the scent of flowers and earth. Life is everywhere in this eternal forest, from the robins singing in the treetops to the spiders spinning hidden webs, to the deer, the foxes, and the mice. And though all within sight is vibrant and new in the morning, there is something very ancient about this place. A voice whispers and giggles, just beyond the edge of hearing then disappears. A gentle breeze sways the treetops and the rustle of leaves seems to form an audible voice in reply. In the corner of the eye, something flits and vanishes, no more than a blur.
Arcadia, as she is called by most, is a goddess of love and beauty, a shining, elegant gem of a world, colored in rich hues by the vibrant wilderness and the culture of the Quendi people who dwell here. Arcadia’s great, green cities and kingdoms are among the most important cultural centers on the Sphere. Significant trends in art, music, and fashion often begin in the sparkling cities of Arcadia before traveling elsewhere. Once the seat of a powerful empire, Arcadia now hides the secrets of the ancients beneath its green canopy. Amidst the lush vales lie overgrown ruins of cities and temples where untold treasures lie forgotten beneath the dust of ages. Arcadia consists of three great continents. Mithraes in the northern hemisphere, mysterious Vaeldosh in the south. Wracked by cataclysms and unstable arcane energies, the broken lands of Mara occupy the northwest.
On each continent, the majority of habitable land is covered in a vast canopy of forest with no apparent beginning or end. In many places, the forest is so dark and thick that it becomes an impassible tangle of roots, trees, and brambles. Other regions are hilly, and even hold majestic ranges of mountains covered in tall pines. It is in and among the trees that Arcadia’s citizens dwell, either clearing large swaths of forest out to build cities or carving their homes and businesses into the living wood, blending their communities seamlessly into the forested landscape.
Mithraes is a continent of majestic forests and vast, golden plains divided in half by the peaks of purple mountains. The continent’s western region consists of several great forests, including Par Yernón (commonly known as the Yerwood) and Par Allanón (also called the Wynderwood). Both regions were once controlled by the powerful Hesperian Empire but as of late, have fallen into disorder and the rule of petty kings and city-states. When outsiders think of Elves and their cities, they are more than likely picturing the beautiful tree-cities of western Mithraes.
On the eastern side of the continent, on the other side of the Hemnyspek Mountains and twin seas (Eron and Eldas), lie the vast grasslands of the Sundari Dominion, a confederacy of powerful city states. Mighty Dal’mathis controls the south while the barbaric tribesmen of Nehl Kizz’ar occupy the north, and the necromancers of Thresk hold the east, all the way up to the foreboding deserts of Cal Vanôl. Beyond Cal Vanôl lies Dom Voelle, a mysterious isle which is said to be inhabited by giants, gods, and ancient dragons. The southern islands of Domigas Algoa remain unbowed to any empire, inhabited by wild sea-faring Elves. |
Vaeldosh is a rugged, dark land characterized by mountains, marshes, and forests of immense mushrooms. The land is inhabited by Drow and Dwarven factions who fight ceaselessly for power. The Nihmean Empire of the Drow holds the most land and power throughout the northern reaches of Vaeldosh, claiming the great mushroom forest of Fal Gorsikha as their seat of power. The free Dwarven city-states occupy the mountainous northwestern region known as Khyvar. Hemmed in by the mighty Urgai Mountains, the high plains, frosty lakes, and brisk meadows of Khyvar lie primeval and undisturbed as the Dwarves carve their vast stone cities beneath the mountains.
In the middle of the continent, isolated from the rest of Vaeldosh by mountains and swamps, lies Absul Gron a bitter flatland inhabited by raiders, wildlings, and recently mining interest who have discovered a wealth of oil beneath the marshy ground. A rush of industrial and commercial interests have moved into Absul Gron, competing with one another and the dangers of the land for precious resources. The southernmost region of Vaeldosh is a wild and beautiful rainforest known as Fal Talestria. The variety of life in this region is staggering; rare creatures and plants found nowhere else on the Sphere thrive within the jungle. Clans of wild Elves protect the rainforest from outsiders, and travel through Fal Talestria is incredibly dangerous with few ever returning to tell of its strange wonders. |
Mara is a broken land wracked with cataclysms and chaotic energy. The land here was scarred and sundered by a cataclysmic release of magic during the Apocalpyse, and the lingering chaos within Mara must be contained, lest it destroy the whole of Arcadia. The three largest isles of the broken continent are known as Va Nareth (“the wretched), Va Thyre (“the wasteful”), and Va Camlas (“the broken”). These lands are filled with twisted, monstrous horrors and unnatural disasters. The tropical archipelago of Va Sorna (“the tail”), while possessing an alien sort of beauty, is no less horrible than the rest of Mara. In the midst of the Sundered Lands likes Va Ademus (“the broken heart”), a churning maelstrom of storms, whirlpools, and moving islands where the concentration of Mara’s unstable energy is strongest.
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Far above the cataclysmic wasteland of Mara, float the idyllic islands of Zu. Here, the Eldar keep watch over the maelstrom below, using their talent for magic to keep the erratic energies of Mara in check, lest all of Arcadia be ravaged by the chaos. The islands are divided into three regions. The first is Calo Atanbar, home of Zu's most ancient cities and respected institutions. On the other side of Zu is Nexo Domina, a forward-thinking and cosmopolitan metroplex full of wondrous white cities. Connecting the two regions is a wild, frontier country known as The Arc (named Igo Arcolas in proper Zuvian). Here, bold frontiersmen make their own way and lone city-states stand independent from outside control.
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