The realm is an intricate tapestry of grand elemental faiths, ancient buried arcanum, and contested borders. Life, commerce, and statecraft are defined by four colossal, immortal Mothercrystals that plunge deep into the planetary mantle, sustaining the land’s natural order. Around these sacred engines, sovereign unions have coalesced—drawing divine reverence, establishing perilous pilgrim routes, and shaping continental politics around consecrated aetheric boons.
Yet the crystals do not command universal devotion.
In the uncharted frontiers, independent free-states cast aside crystal worship to build a future powered by crude, roaring Magitek. Behind sealed and heavily fortified borders, an ancient isolationist empire studies the relics of a vanished master civilization, viewing the Mothercrystals not as gods, but as planetary batteries to be exploited. And weaving between every border, guild hall, and sky-dock sits an unshakeable, neutral syndicate of small winged bankers and couriers who ensure that—no matter who wages war—the realm’s trade, mail, and gold never stop flowing.
Below is an overview of the sovereign realms, factions, and foundations that shape our world.
The Bedrock Covenant: A grand union anchored to The Deeproot, the terrestrial Mothercrystal of Earth located in the subterranean seat of Tera. Life here revolves around monumental stonework, architectural permanence, ancestral memory, and unyielding generational oaths.
The Cerulean Accord: A peaceful maritime federation centered around The Wellspring, the Mothercrystal of Water situated in the clear inland sea of Yeoreham. Guided by seer-priests and apothecaries, the union is dedicated to ritual purity, contemplation, and advanced scholastic medicine.
Ignis Alliance: A martial and metallurgical coalition anchored by The Hearthstone, the Mothercrystal of Fire resting within the volcanic caldera seat of Gabinez. Its culture honors endurance, discipline, and blacksmithing mastery, venerating the crystal as a cosmic kiln rather than a force of mere destruction.
The Highwind Concord: A dynamic league of skyship architects, navigators, cartographers, and beast-tamers centered around The Zephyr Spire, the hovering Mothercrystal of Wind located in the canyon city of Mancheswest. Its peoples hold radical freedom of movement, exploration, and hospitality as sacred cultural virtues.
Wild Lands: An untamed, non-union frontier encompassing Chishambia, Helswest, and Marag that wholly rejects crystal worship as the only way but many here still revier them. Most worship here focus on the Espers. Its fiercely independent settlers, scrappers, and pioneers rely on mortal ingenuity, hard-won liberty, and reverse-engineered Solarian Magitek.
Kingdom of Sol: A secretive, non-union imperial power claiming institutional lineage from the vanished Solarians. Highly isolationist and fortified behind automated defenses, Sol bars foreign travelers and rejects the holiness of the Mothercrystals, viewing them instead as planetary batteries to be harnessed and exploited.
Mog: A peaceful, welcoming sovereign nation governed by Moogles, comprising Kupo, Mog Forest, Moghome, and Pompom. Firmly neutral in continental wars, Mog serves as an international meeting ground and operates the worldwide Kupo Trust, overseeing cross-border aetheric banking, dimensional vaults, and airmail delivery.