Set in a world similar to our Earth, but in which creatures that only exist as a fantasy to us are very much real. All kinds of creatures live alongside humans in a society designed to support all life forms. However, as tends to happen when enough voices from different backgrounds are present, things are becoming restless. In Agnacia, one of the world's most powerful regions, discontent with the current political landscape is bubbling to the surface. Power-hungry aristocrats become bolder and bolder with their choices, and a notorious terrorist group known as Eden becomes bolder and bolder with their attacks.
Creatures living in this world can be classified similarly to the way we do on Earth, with some fantasy/fictional additions included
Mythical creatures such as mermaids/sirens, demons/imps, nymphs, elves, fairies, goblins, and the occasional "fallen angel" (although theories on where they fall from differ largely) exist in this world. Other more obscure creatures exist here too, as well as more animalistic creatures such as unicorns, griffins, and dragons. There is a lot of mixing between compatible species, and so new creatures are constantly being discovered
About 20% of the human population are further evolved than the remaining 80%, called "gifted humans". Those with gifted parents are more likely to be gifted themselves, as the gene is generally recessive
Gifted humans possess special abilities that their bodies have adapted to host. The type of ability ranges, and isn't always the same as that of one's birth parents (although it is much more common). More abilities continue to be discovered, but generally fall into the following categories:
Ability with a physical form that is summoned by a person (e.g. weather summoning, illusions, many nature-drawn abilities)
Ability without a physical form that is channeled through a person (e.g. extreme strength, telepathy, necromancy)
Already-existing matter that can be manipulated by a person (e.g. fire manipulation, potions/runes, telekinesis)
Many abilities blur the lines between these three categories, but for the most part, can be classified into one or the other. No ability is all-powerful and every ability has its limits and/or downsides, generally in relation to its category.
For example, abilities that rely on already-existing matter are unable to create new matter, only control what's already there. An unseen ability channeled through a person will only be as strong/effective as the person's proficiency with their ability. A physical manifestation summoned by a person will only last as long as the thing used to summon it, and will often eat away at that thing to maintain its vitality
Each gifted human is born capable of assuming an alternate form in which their ability is stronger and more easily channeled. The alternate form is generally more animalistic and tends to be a very abstract reflection of their life. This is because every gifted human's abilities are more easily channeled through heightened emotion, and so their alternate form is essentially the sum of all of their strongest emotions and experiences
This world is larger than Earth, although not a huge amount so. This has resulted in a wide range of beliefs across the planet
In the more rocky, mountainous areas of the world, beliefs tend to focus on a collection of less individually powerful but more numerous deities. Communities in this part of the world have less contact with each other, therefore making it harder to assimilate with each other, so their beliefs have merged into a bit of a disorganized amalgamation of gods, spirits, and powerful beings. Small temples are built throughout the forests for travellers to stop and pray to the resident deity of that area. Most people have beliefs, but they do not place as big of an emphasis on them as in other parts of the world because surviving in the climate requires most of their focus. Their deities are usually turned to only for guidance or in times of need. In the deep forests and mountains, creatures and animals evolve to be larger and more powerful themselves, and many beliefs stem from sightings of these creatures. Folklore runs rampant in this part of the world
In the flatter, grassy areas with thinner forests, beliefs tend to be quite monotheistic, focusing on one, sometimes two or three, all-powerful deities that stem from the natural world. Inhabitants of these lands place a great significance on their beliefs, raising animals in the finest ways possible in order to offer them to their god(s). People who follow this belief are regarded as caretakers of the land, created to watch over the world and keep it strong and healthy for their creator, who is simultaneously its own being and also the land itself. A strong emphasis is placed on balance within the natural world so as to not upset the god(s), and communities are very in-tune with natural patterns and signs of oncoming bad times (crops wilting, cloud shapes, moon phases/position in the sky, etc.)
Nearer the ocean, spirits embodying and ruling over specific things are popular. A spirit of the ocean, a spirit of the sand, a spirit of the ground, etc. Offerings are not made to these spirits but prayers are said in hopes of being brought bountiful and safe times. Prayers are often said before killing other living beings (for food, usually) too, so as to ask the spirit's permission/forgiveness before taking a life. Meditation is also popular in these areas, as it is believed to bring one closer to the spirits and heighten one's senses and abilities
Most areas believe in an afterlife or embodiment of death in some way, shape, or form. Many also believe in the opposite -- of an embodiment/bringer of life. Even those who do not follow a specific belief tend to have this core belief, as symbiosis and the circular nature of life is leaned into much more in this world
In more urban areas, there generally tends to be a mix of beliefs. Depending on where one is situated, the beliefs may lean more towards one than another, but usually there are enough resources to support everyone's way of life. However, it doesn't mean it is necessarily accepted
There are 6 regions in this world: Agnacia, the Fire Region; Calisty, The Grasslands Region; Eubea, The Sea Region; Tarnora, The Stone Region; Boralis, The Forest Region; and the Capital. The story mainly focuses on the Capital and Agnacia, with some scenes set in Tarnora
Human-occupied land is divided into regions based on the resources available there. Regions are divided into districts based on living conditions, imports/exports, border/tribe disputes, weather, and other factors. Each district contains further subdivisions of cities, towns, villages, and/or farmland
For example, the Fire Region specializes in blacksmithing, heating services, metalworking, etc. The richest district is where the region exports the most of its goods, and is also home to the Flores family, which is possibly the most well-known name in the fire/heat business. Poorer districts export fewer/lesser quality goods because of the resource availability around them, but still exist due to population demands
It is important to note that size was not a factor in the creation of the regions. Regions were created solely based on natural resources, and are closer in size to continents on our Earth. Districts are more the size of countries, and cities/towns/villages are either larger than our own or more numerous.
Each region's government must attend to the needs of its districts to assure that no one falls into starvation or poverty. The job of the regional government is to make sure the region as a whole is healthy, based on if its districts are healthy. The job of the district governments is to attend to the needs of their subdivisions to make sure they are thriving, and report accurate information to the regional government so that the district as a whole is considered healthy. However, this information is largely based on averages and the gap between most regions' wealthiest and poorest districts, and most districts' wealthiest and poorest cities is still far too large.
Districts are numbered based on their age, so the oldest district will always be the 1st. The oldest district also usually contains the capital city of the region
Regions contain tourist attractions, entertainment, and education as well as things to keep them healthy/surviving, although a good portion of it is designed to cater to the region's resources
In Eubea, tourists go on whale-watching trips, or enjoy seafood with a view of the waves. Education services available like to focus on practical, useful skills such as fishing, boating, swimming, or cooking
Moving regions and districts is completely fine, and people do this as freely as we in our world move cities, states/provinces, or countries. However, by moving regions, one will expose themselves to an entirely different way of life, especially in the workforce and education system, due to their new home being focused around an entirely different resource
specializes in metalworking, blacksmithing, and fine arts to do with heat, metal, and fire. exports heating services, geothermal energy systems, some metals and ores, diamonds, gold, expertly forged metal tools especially cutlery, some crops, natural gas, and weapons
very warm climate. only ever snows in the mountainous border dividing it and tarnora, the stone region. lots of beaches, and volcanoes in the more uninhabitable parts. forest fires are common but controlled, and the region has very rich and fertile soil due to the constant regeneration of vegetation, plus the volcanoes. lots of hot, sandy, desert-like areas, with some forest areas closer to its borders with cooler regions. comparable to australia
agnacia's industry is closely associated with that of tarnora's to mine ores, metals, and minerals to do with volcanoes. in the past, this has caused many disputes over land
mines ore, metals, precious stones, coal, crude oil, and natural gas to export to other regions. the region's mountain range is also popular for tourists and nature enthusiasts, offering skiing, nature sightseeing, and other outdoor activities
cooler climate than agnacia and less fertile land. lots of mountains and valleys, and an average higher elevation than the other regions. inhabitable, but a little more difficult due to the fluctuation of the weather between extremes -- regular snow in the winter, but warm summers. comparable to the albertan side of the canadian rockies
due to the uneven nature of the mountains, many small villages have sprung up in secluded valleys in and around the mountain range. they are generally left alone as interacting with them would be too costly and use up more effort and resources than anyone would gain from it. these villagers have developed their own ways of life to deal with the cold winters
handles all trading and takes care of the flow of imports and exports from other regions
the capital is at the centre of all the other regions and acts as the "conductor" of everything. it makes sure each region does their job and meets the needs of the other 4 while keeping their own districts balanced
the capital specializes in services and entertainment, as it has no specific resource. it is situated with convenient access to all of the other regions, and right where the land is just about a mix of everything. it's an ideal place to live as the weather never gets too extreme and the ground contains a balanced blend of the natural resources available in bulk in other regions. these resources are tapped into in the capital, but only in small amounts, as it's harder to separate one resource from another. comparable weather-wise to bogota, colombia, or vancouver, canada
as a result, the capital offers tourist attractions, entertainment, a variety of shops, and some of the most prestigious education services in the world. rich families from other regions will send their children to the capital's schools, and rich older couples will retire to the capital's picturesque homes later in life. critics and less fortunate districts will often say the capital doesn't contribute anything back to the regions, but it's usually those who have never experienced it themselves
the capital is populated by mostly wealthy people and tourists because travel between regions is quite expensive, for the same reasons that travel between countries on our Earth is expensive. plane trips, lodging, food, the likes. however, the cost of living long-term at the capital is a little bit higher than average, once one gets over the tourist attractions and services designed to grab your money
Where most of the story happens
The school (unnamed) is located in the Capital, in one of its richest cities. it is a well-known, widely-renowned university for gifted humans, magic users, and other mythical beings. Humans who are not gifted often don't attend this school as there isn't really any benefit to it, but they are still allowed to apply.
At this school, students' special abilities are honed and they are opened up to opportunities better suited to their skillsets. They earn credits just like at any other university, and their certifications upon graduating are considered just as valid, although more specialized. Other schools of this sort exist, but this one is the most highly regarded and offers the best resources, teaching, and future opportunities.
Where Keia grew up
A gorgeous but unforgiving environment that just keeps going. The farther one travels into the forest, the more wild it becomes. Separates a lot of the towns in Tarnora and so it's littered with small temples for travellers passing through. Can get very cold and spends the majority of wintertime blanketed in snow. An unprepared traveller can easily get lost if not careful.
Cassius' family home. Where the climax of the story takes place
Nothing here yet; will update when time allows