Irion is a world defined by its magic, an energy field that builds up over time to incredible heights before striking like lightning. These magical storms have entirely unpredictable effects - they can be as miraculous as spontaneously awakening a being into sapience, as apocalyptic as raising the dead to consume the living, or anywhere in between. Irion's four major regions are primarily defined by their approach to surviving the worst these storms have to offer.
Geographic Regions
Across the surface of the world can be found the
Wildlands, where the magical storms rage unchecked. Most cultures living in these realms are nomadic, ready to flee any threat that arises they cannot face at a moments notice, though some have found other solutions: scattered bastions built from caves through millenia of carving and fortification, hidden towns that withdraw to other planes when threatened, and legends abound of a city that floats high above, drifting on the winds.
Deep below the surface lies another world, one that has never felt the sun's heat. Here, in the
Depths, its peoples are spared the worst of the magical storms (for it is in air and fire that magic can be found, and down here there is mostly earth. To many a surface dweller, this fact alone would make these caverns seem a paradise, but there are still many dangers that stalk the tunnels, often hunting in ways those surface dwellers can barely conceive of, let alone survive.
To most surface dwellers, the open sea is among the most feared of all terrains, for the open waters can conceal all manner of dangers. But deep beneath the waves and sea beasts spawned by the magic storms lies the
Mer: an undersea where magic itself is a rarity and magic storms a myth from far off lands. Here, there is no air or fire to carry magic, except for precious reservoirs brought down from above. The Mer is home to a wide variety of sea life, the most recognizable of which are the Sahuagin, whose raiding expeditions up into the shallows occasionally threaten coastal lands, and the Sea Elves, whose tight-lipped emissaries emerge every few years to trade with their surface-dwelling cousins.
The last, and newest of these lands, called the civilized world by its residents and
the Sleeping Lands by everyone else, found a unique solution to magical storms: a
magical device capable of absorbing magic and suppressing the magical storms that plague the Wildlands while still permitting smaller scale magical effects. The Sleeping Lands are made up of a dozen or so countries. Two of these,
Kinilan and Chelestra, have recently ended their
decades long war over the
Iron Hills border region, much to the relief of most of their neighbours.
Aftermath of the Great War
It has been less than a year since the end of the Great War in the Iron Hills, and both Kinilan and Chelestra are struggling to recover after so many years of war.
In Kinilan, a relatively new republic, there are a number of factions vying for power, including military leaders who gained immense amounts of influence during the war, magi eager to set aside the weapons of war and develop
Arcanomechanics from a handful of useful gadgets and toys into the foundation of an age of unprecedented industry, and nobles from before the revolution seeking to restore the old kingdom. There are also fears that agents from other countries might seek to take advantage of Kinilan's weakened state - some even fear an opportunistic invasion. Making matters worse, an early frost struck with grapes still on the vine in many of Kinilan's fine vineyards, which has led to a shortage of food imports. With a large refugee population yet to settle back into the Iron Hills and some refusing to honour rationing laws as the war has come to an end, food is now more expensive than it ever war during the war.
Chelestra, meanwhile, has its own issues to deal with. The unfavourable end of the war has angered many of the nobles and other major figures in the kingdom, and the
treaty that ended the war has given Kinilan a grace period to recover from the war before they can reap any benefits from the war, and those benefits were far more limited than they had hoped for. As such, some of these nobles have plans to interfere with the recovery efforts in the Iron Hills. Some are even carefully discussing the possibility of assassinating the King and placing his son on the throne, reasoning that a regent selected from the nobility might be more willing to cater to noble interests.
I like the way you've organised this introduction, starting with the dangers created by magic and then using that angle to look at the different cultures. It pulled me in immediately. Though I have a question about that: are the Mer protected from the storms? You're not talking about them in this paragraph but you said before that magic is transported by water too. I t would be good for you to keep the storms as a link between all fo your paragraphs in that section. Another question I have: is any magic possible at all in the Sleeping Lands or is it all impossible because of the devices they use? I think you can add a quick clarification. Regarding Kinilan and Chelestra, are they also part of the countries that make the Sleeping Lands? "There are even whispered discussions about who might become Regent should the King's infant son suddenly come into his inheritance." I'm presuming the king is still ruling right now? Why would there be a need for a regent if the king's son come into his inheritance? And do you mean if he come of age or is it a magical inheritance or something like that? I like that you highlight sources of conflicts that are currently brewing, making the reader intrigued :D The thing I'd like to see expand on is what kind of technology level and society those last two country have - as I'm presume that your world/stories are going to be focused there. Is it classical medieval fantasy?
Thank you for all your questions - this is exactly why I wanted some feedback: "Air and water" is definitely a typo - I meant it to be air and fire. Water and earth are the pair that get gravity, instead, thus giving them substantially more weight. The Mer, being on the sea floor, is in a place where air is extremely rare and fire is almost literally impossible, so they don't have magic at all unless you bring a reservoir of it down specifically. (Which is why they venture up from the depths in the first place, and thus why anyone else knows they exist) I definitely need to add a clarification about the Sleeping Lands - the Sleeping Lands get enough magic that you can perform limited, localized effects (up to 9th level spells), whereas in the Wildlands the kind of magic that lets you remold continents or make flying cities is readily available if you've got the skill to handle that kind of energy. And yes, I meant to imply Kinilan and Chelestra were two of the countries in the Sleeping Lands. The wording about the king's son was deliberately vague, but clearly too much so - the implication was that the King might be assassinated due to discontent with the treaty, and that his son, still a child, would be more controllable. Words kinda stopped flowing at that point, so I expected that to be an issue. Thanks for the added point about technology - I'll definitely have to add something about that, because I'm shifting forward in time a fair bit from medieval fantasy - Kinilan is one of the richer countries and is meant to be in the very early stages of industrial revolution, while Chelestra is...not yet well defined in my head but likely to be a larger country but slower to adapt to advances in technology (possibly like Russia was, though probably less extreme in terms of the serfdom issue) Thank you so much for your questions and your compliments - It's really helpful having an outside perspective, especially for something as general as this article, and I'm glad you enjoyed it despite the many alterations that are clearly needed!